renderer_d3d11.cpp 196 KB

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  1. /*
  2. * Copyright 2011-2017 Branimir Karadzic. All rights reserved.
  3. * License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
  4. */
  5. #include "bgfx_p.h"
  6. #if BGFX_CONFIG_RENDERER_DIRECT3D11
  7. # include "renderer_d3d11.h"
  8. #if !BX_PLATFORM_WINDOWS
  9. # include <inspectable.h>
  10. # if BX_PLATFORM_WINRT
  11. # include <windows.ui.xaml.media.dxinterop.h>
  12. # endif // BX_PLATFORM_WINRT
  13. #endif // !BX_PLATFORM_WINDOWS
  14. #if BGFX_CONFIG_PROFILER_REMOTERY
  15. # define BGFX_GPU_PROFILER_BIND(_device, _context) rmt_BindD3D11(_device, _context)
  16. # define BGFX_GPU_PROFILER_UNBIND() rmt_UnbindD3D11()
  17. # define BGFX_GPU_PROFILER_BEGIN(_group, _name, _color) rmt_BeginD3D11Sample(_group##_##_name)
  18. # define BGFX_GPU_PROFILER_BEGIN_DYNAMIC(_namestr) rmt_BeginD3D11SampleDynamic(_namestr)
  19. # define BGFX_GPU_PROFILER_END() rmt_EndD3D11Sample()
  20. #else
  21. # define BGFX_GPU_PROFILER_BIND(_device, _context) BX_NOOP()
  22. # define BGFX_GPU_PROFILER_UNBIND() BX_NOOP()
  23. # define BGFX_GPU_PROFILER_BEGIN(_group, _name, _color) BX_NOOP()
  24. # define BGFX_GPU_PROFILER_BEGIN_DYNAMIC(_namestr) BX_NOOP()
  25. # define BGFX_GPU_PROFILER_END() BX_NOOP()
  26. #endif
  27. #if BGFX_CONFIG_USE_OVR
  28. # include "hmd_ovr.h"
  29. #endif // BGFX_CONFIG_USE_OVR
  30. namespace bgfx { namespace d3d11
  31. {
  32. static wchar_t s_viewNameW[BGFX_CONFIG_MAX_VIEWS][BGFX_CONFIG_MAX_VIEW_NAME];
  33. static char s_viewName[BGFX_CONFIG_MAX_VIEWS][BGFX_CONFIG_MAX_VIEW_NAME];
  34. struct PrimInfo
  35. {
  36. D3D11_PRIMITIVE_TOPOLOGY m_type;
  37. uint32_t m_min;
  38. uint32_t m_div;
  39. uint32_t m_sub;
  40. };
  41. static const PrimInfo s_primInfo[] =
  42. {
  43. { D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST, 3, 3, 0 },
  44. { D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP, 3, 1, 2 },
  45. { D3D11_PRIMITIVE_TOPOLOGY_LINELIST, 2, 2, 0 },
  46. { D3D11_PRIMITIVE_TOPOLOGY_LINESTRIP, 2, 1, 1 },
  47. { D3D11_PRIMITIVE_TOPOLOGY_POINTLIST, 1, 1, 0 },
  48. { D3D11_PRIMITIVE_TOPOLOGY_UNDEFINED, 0, 0, 0 },
  49. };
  50. static const char* s_primName[] =
  51. {
  52. "TriList",
  53. "TriStrip",
  54. "Line",
  55. "LineStrip",
  56. "Point",
  57. };
  58. BX_STATIC_ASSERT(BX_COUNTOF(s_primInfo) == BX_COUNTOF(s_primName)+1);
  59. union Zero
  60. {
  61. Zero()
  62. {
  63. bx::memSet(this, 0, sizeof(Zero) );
  64. }
  65. ID3D11Buffer* m_buffer[D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT];
  66. ID3D11UnorderedAccessView* m_uav[D3D11_PS_CS_UAV_REGISTER_COUNT];
  67. ID3D11ShaderResourceView* m_srv[D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT];
  68. ID3D11SamplerState* m_sampler[D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT];
  69. ID3D11RenderTargetView* m_rtv[BGFX_CONFIG_MAX_FRAME_BUFFERS];
  70. uint32_t m_zero[D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT];
  71. float m_zerof[D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT];
  72. };
  73. BX_PRAGMA_DIAGNOSTIC_PUSH();
  74. BX_PRAGMA_DIAGNOSTIC_IGNORED_MSVC(4268) // warning C4268: '' : 'const' static/global data initialized with compiler generated default constructor fills the object with zeros
  75. static const Zero s_zero;
  76. BX_PRAGMA_DIAGNOSTIC_POP();
  77. static const uint32_t s_checkMsaa[] =
  78. {
  79. 0,
  80. 2,
  81. 4,
  82. 8,
  83. 16,
  84. };
  85. static DXGI_SAMPLE_DESC s_msaa[] =
  86. {
  87. { 1, 0 },
  88. { 2, 0 },
  89. { 4, 0 },
  90. { 8, 0 },
  91. { 16, 0 },
  92. };
  93. static const D3D11_BLEND s_blendFactor[][2] =
  94. {
  95. { D3D11_BLEND(0), D3D11_BLEND(0) }, // ignored
  96. { D3D11_BLEND_ZERO, D3D11_BLEND_ZERO }, // ZERO
  97. { D3D11_BLEND_ONE, D3D11_BLEND_ONE }, // ONE
  98. { D3D11_BLEND_SRC_COLOR, D3D11_BLEND_SRC_ALPHA }, // SRC_COLOR
  99. { D3D11_BLEND_INV_SRC_COLOR, D3D11_BLEND_INV_SRC_ALPHA }, // INV_SRC_COLOR
  100. { D3D11_BLEND_SRC_ALPHA, D3D11_BLEND_SRC_ALPHA }, // SRC_ALPHA
  101. { D3D11_BLEND_INV_SRC_ALPHA, D3D11_BLEND_INV_SRC_ALPHA }, // INV_SRC_ALPHA
  102. { D3D11_BLEND_DEST_ALPHA, D3D11_BLEND_DEST_ALPHA }, // DST_ALPHA
  103. { D3D11_BLEND_INV_DEST_ALPHA, D3D11_BLEND_INV_DEST_ALPHA }, // INV_DST_ALPHA
  104. { D3D11_BLEND_DEST_COLOR, D3D11_BLEND_DEST_ALPHA }, // DST_COLOR
  105. { D3D11_BLEND_INV_DEST_COLOR, D3D11_BLEND_INV_DEST_ALPHA }, // INV_DST_COLOR
  106. { D3D11_BLEND_SRC_ALPHA_SAT, D3D11_BLEND_ONE }, // SRC_ALPHA_SAT
  107. { D3D11_BLEND_BLEND_FACTOR, D3D11_BLEND_BLEND_FACTOR }, // FACTOR
  108. { D3D11_BLEND_INV_BLEND_FACTOR, D3D11_BLEND_INV_BLEND_FACTOR }, // INV_FACTOR
  109. };
  110. static const D3D11_BLEND_OP s_blendEquation[] =
  111. {
  112. D3D11_BLEND_OP_ADD,
  113. D3D11_BLEND_OP_SUBTRACT,
  114. D3D11_BLEND_OP_REV_SUBTRACT,
  115. D3D11_BLEND_OP_MIN,
  116. D3D11_BLEND_OP_MAX,
  117. };
  118. static const D3D11_COMPARISON_FUNC s_cmpFunc[] =
  119. {
  120. D3D11_COMPARISON_FUNC(0), // ignored
  121. D3D11_COMPARISON_LESS,
  122. D3D11_COMPARISON_LESS_EQUAL,
  123. D3D11_COMPARISON_EQUAL,
  124. D3D11_COMPARISON_GREATER_EQUAL,
  125. D3D11_COMPARISON_GREATER,
  126. D3D11_COMPARISON_NOT_EQUAL,
  127. D3D11_COMPARISON_NEVER,
  128. D3D11_COMPARISON_ALWAYS,
  129. };
  130. static const D3D11_STENCIL_OP s_stencilOp[] =
  131. {
  132. D3D11_STENCIL_OP_ZERO,
  133. D3D11_STENCIL_OP_KEEP,
  134. D3D11_STENCIL_OP_REPLACE,
  135. D3D11_STENCIL_OP_INCR,
  136. D3D11_STENCIL_OP_INCR_SAT,
  137. D3D11_STENCIL_OP_DECR,
  138. D3D11_STENCIL_OP_DECR_SAT,
  139. D3D11_STENCIL_OP_INVERT,
  140. };
  141. static const D3D11_CULL_MODE s_cullMode[] =
  142. {
  143. D3D11_CULL_NONE,
  144. D3D11_CULL_FRONT,
  145. D3D11_CULL_BACK,
  146. };
  147. static const D3D11_TEXTURE_ADDRESS_MODE s_textureAddress[] =
  148. {
  149. D3D11_TEXTURE_ADDRESS_WRAP,
  150. D3D11_TEXTURE_ADDRESS_MIRROR,
  151. D3D11_TEXTURE_ADDRESS_CLAMP,
  152. D3D11_TEXTURE_ADDRESS_BORDER,
  153. };
  154. /*
  155. * D3D11_FILTER_MIN_MAG_MIP_POINT = 0x00,
  156. * D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR = 0x01,
  157. * D3D11_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT = 0x04,
  158. * D3D11_FILTER_MIN_POINT_MAG_MIP_LINEAR = 0x05,
  159. * D3D11_FILTER_MIN_LINEAR_MAG_MIP_POINT = 0x10,
  160. * D3D11_FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR = 0x11,
  161. * D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT = 0x14,
  162. * D3D11_FILTER_MIN_MAG_MIP_LINEAR = 0x15,
  163. * D3D11_FILTER_ANISOTROPIC = 0x55,
  164. *
  165. * D3D11_COMPARISON_FILTERING_BIT = 0x80,
  166. * D3D11_ANISOTROPIC_FILTERING_BIT = 0x40,
  167. *
  168. * According to D3D11_FILTER enum bits for mip, mag and mip are:
  169. * 0x10 // MIN_LINEAR
  170. * 0x04 // MAG_LINEAR
  171. * 0x01 // MIP_LINEAR
  172. */
  173. static const uint8_t s_textureFilter[3][3] =
  174. {
  175. {
  176. 0x10, // min linear
  177. 0x00, // min point
  178. 0x55, // anisotropic
  179. },
  180. {
  181. 0x04, // mag linear
  182. 0x00, // mag point
  183. 0x55, // anisotropic
  184. },
  185. {
  186. 0x01, // mip linear
  187. 0x00, // mip point
  188. 0x55, // anisotropic
  189. },
  190. };
  191. struct TextureFormatInfo
  192. {
  193. DXGI_FORMAT m_fmt;
  194. DXGI_FORMAT m_fmtSrv;
  195. DXGI_FORMAT m_fmtDsv;
  196. DXGI_FORMAT m_fmtSrgb;
  197. };
  198. static const TextureFormatInfo s_textureFormat[] =
  199. {
  200. { DXGI_FORMAT_BC1_UNORM, DXGI_FORMAT_BC1_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC1_UNORM_SRGB }, // BC1
  201. { DXGI_FORMAT_BC2_UNORM, DXGI_FORMAT_BC2_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC2_UNORM_SRGB }, // BC2
  202. { DXGI_FORMAT_BC3_UNORM, DXGI_FORMAT_BC3_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC3_UNORM_SRGB }, // BC3
  203. { DXGI_FORMAT_BC4_UNORM, DXGI_FORMAT_BC4_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // BC4
  204. { DXGI_FORMAT_BC5_UNORM, DXGI_FORMAT_BC5_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // BC5
  205. { DXGI_FORMAT_BC6H_SF16, DXGI_FORMAT_BC6H_SF16, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // BC6H
  206. { DXGI_FORMAT_BC7_UNORM, DXGI_FORMAT_BC7_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_BC7_UNORM_SRGB }, // BC7
  207. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC1
  208. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2
  209. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2A
  210. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // ETC2A1
  211. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC12
  212. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC14
  213. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC12A
  214. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC14A
  215. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC22
  216. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // PTC24
  217. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // Unknown
  218. { DXGI_FORMAT_R1_UNORM, DXGI_FORMAT_R1_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R1
  219. { DXGI_FORMAT_A8_UNORM, DXGI_FORMAT_A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // A8
  220. { DXGI_FORMAT_R8_UNORM, DXGI_FORMAT_R8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R8
  221. { DXGI_FORMAT_R8_SINT, DXGI_FORMAT_R8_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R8I
  222. { DXGI_FORMAT_R8_UINT, DXGI_FORMAT_R8_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R8U
  223. { DXGI_FORMAT_R8_SNORM, DXGI_FORMAT_R8_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R8S
  224. { DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16
  225. { DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16I
  226. { DXGI_FORMAT_R16_UINT, DXGI_FORMAT_R16_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16U
  227. { DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16F
  228. { DXGI_FORMAT_R16_SNORM, DXGI_FORMAT_R16_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R16S
  229. { DXGI_FORMAT_R32_SINT, DXGI_FORMAT_R32_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R32I
  230. { DXGI_FORMAT_R32_UINT, DXGI_FORMAT_R32_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R32U
  231. { DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R32F
  232. { DXGI_FORMAT_R8G8_UNORM, DXGI_FORMAT_R8G8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG8
  233. { DXGI_FORMAT_R8G8_SINT, DXGI_FORMAT_R8G8_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG8I
  234. { DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG8U
  235. { DXGI_FORMAT_R8G8_SNORM, DXGI_FORMAT_R8G8_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG8S
  236. { DXGI_FORMAT_R16G16_UNORM, DXGI_FORMAT_R16G16_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16
  237. { DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16I
  238. { DXGI_FORMAT_R16G16_UINT, DXGI_FORMAT_R16G16_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16U
  239. { DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16F
  240. { DXGI_FORMAT_R16G16_SNORM, DXGI_FORMAT_R16G16_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG16S
  241. { DXGI_FORMAT_R32G32_SINT, DXGI_FORMAT_R32G32_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG32I
  242. { DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG32U
  243. { DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG32F
  244. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB8
  245. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB8I
  246. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB8U
  247. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB8S
  248. { DXGI_FORMAT_R9G9B9E5_SHAREDEXP, DXGI_FORMAT_R9G9B9E5_SHAREDEXP, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB9E5F
  249. { DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_B8G8R8A8_UNORM_SRGB }, // BGRA8
  250. { DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB }, // RGBA8
  251. { DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB }, // RGBA8I
  252. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB }, // RGBA8U
  253. { DXGI_FORMAT_R8G8B8A8_SNORM, DXGI_FORMAT_R8G8B8A8_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA8S
  254. { DXGI_FORMAT_R16G16B16A16_UNORM, DXGI_FORMAT_R16G16B16A16_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16
  255. { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16I
  256. { DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16U
  257. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16F
  258. { DXGI_FORMAT_R16G16B16A16_SNORM, DXGI_FORMAT_R16G16B16A16_SNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA16S
  259. { DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA32I
  260. { DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA32U
  261. { DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA32F
  262. { DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_B5G6R5_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // R5G6B5
  263. { DXGI_FORMAT_B4G4R4A4_UNORM, DXGI_FORMAT_B4G4R4A4_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGBA4
  264. { DXGI_FORMAT_B5G5R5A1_UNORM, DXGI_FORMAT_B5G5R5A1_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB5A1
  265. { DXGI_FORMAT_R10G10B10A2_UNORM, DXGI_FORMAT_R10G10B10A2_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RGB10A2
  266. { DXGI_FORMAT_R11G11B10_FLOAT, DXGI_FORMAT_R11G11B10_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // RG11B10F
  267. { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, // UnknownDepth
  268. { DXGI_FORMAT_R16_TYPELESS, DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_D16_UNORM, DXGI_FORMAT_UNKNOWN }, // D16
  269. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D24
  270. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D24S8
  271. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D32
  272. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_UNKNOWN }, // D16F
  273. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_UNKNOWN }, // D24F
  274. { DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_UNKNOWN }, // D32F
  275. { DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN }, // D0S8
  276. };
  277. BX_STATIC_ASSERT(TextureFormat::Count == BX_COUNTOF(s_textureFormat) );
  278. static const D3D11_INPUT_ELEMENT_DESC s_attrib[] =
  279. {
  280. { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  281. { "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  282. { "TANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  283. { "BITANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  284. { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  285. { "COLOR", 1, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  286. { "BLENDINDICES", 0, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  287. { "BLENDWEIGHT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  288. { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  289. { "TEXCOORD", 1, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  290. { "TEXCOORD", 2, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  291. { "TEXCOORD", 3, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  292. { "TEXCOORD", 4, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  293. { "TEXCOORD", 5, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  294. { "TEXCOORD", 6, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  295. { "TEXCOORD", 7, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
  296. };
  297. BX_STATIC_ASSERT(Attrib::Count == BX_COUNTOF(s_attrib) );
  298. static const DXGI_FORMAT s_attribType[][4][2] =
  299. {
  300. { // Uint8
  301. { DXGI_FORMAT_R8_UINT, DXGI_FORMAT_R8_UNORM },
  302. { DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_R8G8_UNORM },
  303. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UNORM },
  304. { DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_R8G8B8A8_UNORM },
  305. },
  306. { // Uint10
  307. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  308. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  309. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  310. { DXGI_FORMAT_R10G10B10A2_UINT, DXGI_FORMAT_R10G10B10A2_UNORM },
  311. },
  312. { // Int16
  313. { DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16_SNORM },
  314. { DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16_SNORM },
  315. { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SNORM },
  316. { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_SNORM },
  317. },
  318. { // Half
  319. { DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_R16_FLOAT },
  320. { DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_R16G16_FLOAT },
  321. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT },
  322. { DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT },
  323. },
  324. { // Float
  325. { DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_R32_FLOAT },
  326. { DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_R32G32_FLOAT },
  327. { DXGI_FORMAT_R32G32B32_FLOAT, DXGI_FORMAT_R32G32B32_FLOAT },
  328. { DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT },
  329. },
  330. };
  331. BX_STATIC_ASSERT(AttribType::Count == BX_COUNTOF(s_attribType) );
  332. static D3D11_INPUT_ELEMENT_DESC* fillVertexDecl(uint8_t _stream, D3D11_INPUT_ELEMENT_DESC* _out, const VertexDecl& _decl)
  333. {
  334. D3D11_INPUT_ELEMENT_DESC* elem = _out;
  335. for (uint32_t attr = 0; attr < Attrib::Count; ++attr)
  336. {
  337. if (UINT16_MAX != _decl.m_attributes[attr])
  338. {
  339. bx::memCopy(elem, &s_attrib[attr], sizeof(D3D11_INPUT_ELEMENT_DESC) );
  340. elem->InputSlot = _stream;
  341. if (0 == _decl.m_attributes[attr])
  342. {
  343. elem->AlignedByteOffset = 0;
  344. }
  345. else
  346. {
  347. uint8_t num;
  348. AttribType::Enum type;
  349. bool normalized;
  350. bool asInt;
  351. _decl.decode(Attrib::Enum(attr), num, type, normalized, asInt);
  352. elem->Format = s_attribType[type][num-1][normalized];
  353. elem->AlignedByteOffset = _decl.m_offset[attr];
  354. }
  355. ++elem;
  356. }
  357. }
  358. return elem;
  359. }
  360. struct TextureStage
  361. {
  362. TextureStage()
  363. {
  364. clear();
  365. }
  366. void clear()
  367. {
  368. bx::memSet(m_srv, 0, sizeof(m_srv) );
  369. bx::memSet(m_sampler, 0, sizeof(m_sampler) );
  370. }
  371. ID3D11ShaderResourceView* m_srv[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS];
  372. ID3D11SamplerState* m_sampler[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS];
  373. };
  374. BX_PRAGMA_DIAGNOSTIC_PUSH();
  375. BX_PRAGMA_DIAGNOSTIC_IGNORED_CLANG("-Wunused-const-variable");
  376. BX_PRAGMA_DIAGNOSTIC_IGNORED_CLANG("-Wunneeded-internal-declaration");
  377. static const GUID WKPDID_D3DDebugObjectName = { 0x429b8c22, 0x9188, 0x4b0c, { 0x87, 0x42, 0xac, 0xb0, 0xbf, 0x85, 0xc2, 0x00 } };
  378. static const GUID IID_ID3D11Texture2D = { 0x6f15aaf2, 0xd208, 0x4e89, { 0x9a, 0xb4, 0x48, 0x95, 0x35, 0xd3, 0x4f, 0x9c } };
  379. static const GUID IID_IDXGIFactory = { 0x7b7166ec, 0x21c7, 0x44ae, { 0xb2, 0x1a, 0xc9, 0xae, 0x32, 0x1a, 0xe3, 0x69 } };
  380. static const GUID IID_IDXGIDevice0 = { 0x54ec77fa, 0x1377, 0x44e6, { 0x8c, 0x32, 0x88, 0xfd, 0x5f, 0x44, 0xc8, 0x4c } };
  381. static const GUID IID_IDXGIDevice1 = { 0x77db970f, 0x6276, 0x48ba, { 0xba, 0x28, 0x07, 0x01, 0x43, 0xb4, 0x39, 0x2c } };
  382. static const GUID IID_IDXGIDevice2 = { 0x05008617, 0xfbfd, 0x4051, { 0xa7, 0x90, 0x14, 0x48, 0x84, 0xb4, 0xf6, 0xa9 } };
  383. static const GUID IID_IDXGIDevice3 = { 0x6007896c, 0x3244, 0x4afd, { 0xbf, 0x18, 0xa6, 0xd3, 0xbe, 0xda, 0x50, 0x23 } };
  384. static const GUID IID_ID3D11Device1 = { 0xa04bfb29, 0x08ef, 0x43d6, { 0xa4, 0x9c, 0xa9, 0xbd, 0xbd, 0xcb, 0xe6, 0x86 } };
  385. static const GUID IID_ID3D11Device2 = { 0x9d06dffa, 0xd1e5, 0x4d07, { 0x83, 0xa8, 0x1b, 0xb1, 0x23, 0xf2, 0xf8, 0x41 } };
  386. static const GUID IID_ID3D11Device3 = { 0xa05c8c37, 0xd2c6, 0x4732, { 0xb3, 0xa0, 0x9c, 0xe0, 0xb0, 0xdc, 0x9a, 0xe6 } };
  387. static const GUID IID_IDXGIAdapter = { 0x2411e7e1, 0x12ac, 0x4ccf, { 0xbd, 0x14, 0x97, 0x98, 0xe8, 0x53, 0x4d, 0xc0 } };
  388. static const GUID IID_ID3D11InfoQueue = { 0x6543dbb6, 0x1b48, 0x42f5, { 0xab, 0x82, 0xe9, 0x7e, 0xc7, 0x43, 0x26, 0xf6 } };
  389. static const GUID IID_IDXGIDeviceRenderDoc = { 0xa7aa6116, 0x9c8d, 0x4bba, { 0x90, 0x83, 0xb4, 0xd8, 0x16, 0xb7, 0x1b, 0x78 } };
  390. enum D3D11_FORMAT_SUPPORT2
  391. {
  392. D3D11_FORMAT_SUPPORT2_UAV_TYPED_LOAD = 0x40,
  393. D3D11_FORMAT_SUPPORT2_UAV_TYPED_STORE = 0x80,
  394. };
  395. static const GUID s_d3dDeviceIIDs[] =
  396. {
  397. IID_ID3D11Device3,
  398. IID_ID3D11Device2,
  399. IID_ID3D11Device1,
  400. };
  401. static const GUID s_dxgiDeviceIIDs[] =
  402. {
  403. IID_IDXGIDevice3,
  404. IID_IDXGIDevice2,
  405. IID_IDXGIDevice1,
  406. IID_IDXGIDevice0,
  407. };
  408. inline bool isLost(HRESULT _hr)
  409. {
  410. return false
  411. || _hr == DXGI_ERROR_DEVICE_REMOVED
  412. || _hr == DXGI_ERROR_DEVICE_HUNG
  413. || _hr == DXGI_ERROR_DEVICE_RESET
  414. || _hr == DXGI_ERROR_DRIVER_INTERNAL_ERROR
  415. || _hr == DXGI_ERROR_NOT_CURRENTLY_AVAILABLE
  416. ;
  417. }
  418. static const char* getLostReason(HRESULT _hr)
  419. {
  420. switch (_hr)
  421. {
  422. // The GPU device instance has been suspended. Use GetDeviceRemovedReason to determine the appropriate action.
  423. case DXGI_ERROR_DEVICE_REMOVED: return "DXGI_ERROR_DEVICE_REMOVED";
  424. // The GPU will not respond to more commands, most likely because of an invalid command passed by the calling application.
  425. case DXGI_ERROR_DEVICE_HUNG: return "DXGI_ERROR_DEVICE_HUNG";
  426. // The GPU will not respond to more commands, most likely because some other application submitted invalid commands.
  427. // The calling application should re-create the device and continue.
  428. case DXGI_ERROR_DEVICE_RESET: return "DXGI_ERROR_DEVICE_RESET";
  429. // An internal issue prevented the driver from carrying out the specified operation. The driver's state is probably
  430. // suspect, and the application should not continue.
  431. case DXGI_ERROR_DRIVER_INTERNAL_ERROR: return "DXGI_ERROR_DRIVER_INTERNAL_ERROR";
  432. // A resource is not available at the time of the call, but may become available later.
  433. case DXGI_ERROR_NOT_CURRENTLY_AVAILABLE: return "DXGI_ERROR_NOT_CURRENTLY_AVAILABLE";
  434. case S_OK: return "S_OK";
  435. default: break;
  436. }
  437. return "Unknown HRESULT?";
  438. }
  439. template <typename Ty>
  440. static BX_NO_INLINE void setDebugObjectName(Ty* _interface, const char* _format, ...)
  441. {
  442. if (BX_ENABLED(BGFX_CONFIG_DEBUG_OBJECT_NAME) )
  443. {
  444. char temp[2048];
  445. va_list argList;
  446. va_start(argList, _format);
  447. int size = bx::uint32_min(sizeof(temp)-1, bx::vsnprintf(temp, sizeof(temp), _format, argList) );
  448. va_end(argList);
  449. temp[size] = '\0';
  450. _interface->SetPrivateData(WKPDID_D3DDebugObjectName, size, temp);
  451. }
  452. }
  453. BX_PRAGMA_DIAGNOSTIC_POP();
  454. static BX_NO_INLINE bool getIntelExtensions(ID3D11Device* _device)
  455. {
  456. uint8_t temp[28];
  457. D3D11_BUFFER_DESC desc;
  458. desc.ByteWidth = sizeof(temp);
  459. desc.Usage = D3D11_USAGE_STAGING;
  460. desc.BindFlags = 0;
  461. desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
  462. desc.MiscFlags = 0;
  463. desc.StructureByteStride = 0;
  464. D3D11_SUBRESOURCE_DATA initData;
  465. initData.pSysMem = &temp;
  466. initData.SysMemPitch = sizeof(temp);
  467. initData.SysMemSlicePitch = 0;
  468. bx::StaticMemoryBlockWriter writer(&temp, sizeof(temp) );
  469. bx::write(&writer, "INTCEXTNCAPSFUNC", 16);
  470. bx::write(&writer, UINT32_C(0x00010000) );
  471. bx::write(&writer, UINT32_C(0) );
  472. bx::write(&writer, UINT32_C(0) );
  473. ID3D11Buffer* buffer;
  474. HRESULT hr = _device->CreateBuffer(&desc, &initData, &buffer);
  475. if (SUCCEEDED(hr) )
  476. {
  477. buffer->Release();
  478. bx::MemoryReader reader(&temp, sizeof(temp) );
  479. bx::skip(&reader, 16);
  480. uint32_t version;
  481. bx::read(&reader, version);
  482. uint32_t driverVersion;
  483. bx::read(&reader, driverVersion);
  484. return version <= driverVersion;
  485. }
  486. return false;
  487. };
  488. void resume(ID3D11Device* _device)
  489. {
  490. BX_UNUSED(_device);
  491. }
  492. void suspend(ID3D11Device* _device)
  493. {
  494. BX_UNUSED(_device);
  495. }
  496. void trim(ID3D11Device* _device)
  497. {
  498. #if BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT
  499. IDXGIDevice3* device;
  500. HRESULT hr = _device->QueryInterface(IID_IDXGIDevice3, (void**)&device);
  501. if (SUCCEEDED(hr) )
  502. {
  503. device->Trim();
  504. DX_RELEASE(device, 1);
  505. }
  506. #else
  507. BX_UNUSED(_device);
  508. #endif // BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT
  509. }
  510. // Reference:
  511. // https://github.com/GPUOpen-LibrariesAndSDKs/AGS_SDK
  512. enum AGS_RETURN_CODE
  513. {
  514. AGS_SUCCESS,
  515. AGS_INVALID_ARGS,
  516. AGS_OUT_OF_MEMORY,
  517. AGS_ERROR_MISSING_DLL,
  518. AGS_ERROR_LEGACY_DRIVER,
  519. AGS_EXTENSION_NOT_SUPPORTED,
  520. AGS_ADL_FAILURE,
  521. };
  522. enum AGS_DRIVER_EXTENSION
  523. {
  524. AGS_EXTENSION_QUADLIST = 1 << 0,
  525. AGS_EXTENSION_UAV_OVERLAP = 1 << 1,
  526. AGS_EXTENSION_DEPTH_BOUNDS_TEST = 1 << 2,
  527. AGS_EXTENSION_MULTIDRAWINDIRECT = 1 << 3,
  528. };
  529. struct AGSDriverVersionInfo
  530. {
  531. char strDriverVersion[256];
  532. char strCatalystVersion[256];
  533. char strCatalystWebLink[256];
  534. };
  535. struct AGSContext;
  536. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_INIT)(AGSContext**);
  537. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_DEINIT)(AGSContext*);
  538. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_GET_CROSSFIRE_GPU_COUNT)(AGSContext*, int32_t*);
  539. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_GET_TOTAL_GPU_COUNT)(AGSContext*, int32_t*);
  540. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_GET_GPU_MEMORY_SIZE)(AGSContext*, int32_t, int64_t*);
  541. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_GET_DRIVER_VERSION_INFO)(AGSContext*, AGSDriverVersionInfo*);
  542. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_DRIVER_EXTENSIONS_INIT)(AGSContext*, ID3D11Device*, uint32_t*);
  543. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_DRIVER_EXTENSIONS_DEINIT)(AGSContext*);
  544. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_DRIVER_EXTENSIONS_MULTIDRAW_INSTANCED_INDIRECT)(AGSContext*, uint32_t, ID3D11Buffer*, uint32_t, uint32_t);
  545. typedef AGS_RETURN_CODE (__cdecl* PFN_AGS_DRIVER_EXTENSIONS_MULTIDRAW_INDEXED_INSTANCED_INDIRECT)(AGSContext*, uint32_t, ID3D11Buffer*, uint32_t, uint32_t);
  546. static PFN_AGS_INIT agsInit;
  547. static PFN_AGS_DEINIT agsDeInit;
  548. static PFN_AGS_GET_CROSSFIRE_GPU_COUNT agsGetCrossfireGPUCount;
  549. static PFN_AGS_GET_TOTAL_GPU_COUNT agsGetTotalGPUCount;
  550. static PFN_AGS_GET_GPU_MEMORY_SIZE agsGetGPUMemorySize;
  551. static PFN_AGS_GET_DRIVER_VERSION_INFO agsGetDriverVersionInfo;
  552. static PFN_AGS_DRIVER_EXTENSIONS_INIT agsDriverExtensions_Init;
  553. static PFN_AGS_DRIVER_EXTENSIONS_DEINIT agsDriverExtensions_DeInit;
  554. static PFN_AGS_DRIVER_EXTENSIONS_MULTIDRAW_INSTANCED_INDIRECT agsDriverExtensions_MultiDrawInstancedIndirect;
  555. static PFN_AGS_DRIVER_EXTENSIONS_MULTIDRAW_INDEXED_INSTANCED_INDIRECT agsDriverExtensions_MultiDrawIndexedInstancedIndirect;
  556. typedef void (* MultiDrawIndirectFn)(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride);
  557. void stubMultiDrawInstancedIndirect(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride);
  558. void stubMultiDrawIndexedInstancedIndirect(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride);
  559. void amdAgsMultiDrawInstancedIndirect(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride);
  560. void amdAgsMultiDrawIndexedInstancedIndirect(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride);
  561. static MultiDrawIndirectFn multiDrawInstancedIndirect;
  562. static MultiDrawIndirectFn multiDrawIndexedInstancedIndirect;
  563. #if USE_D3D11_DYNAMIC_LIB
  564. static PFN_D3D11_CREATE_DEVICE D3D11CreateDevice;
  565. static PFN_CREATE_DXGI_FACTORY CreateDXGIFactory;
  566. static PFN_D3DPERF_SET_MARKER D3DPERF_SetMarker;
  567. static PFN_D3DPERF_BEGIN_EVENT D3DPERF_BeginEvent;
  568. static PFN_D3DPERF_END_EVENT D3DPERF_EndEvent;
  569. static PFN_GET_DEBUG_INTERFACE DXGIGetDebugInterface;
  570. static PFN_GET_DEBUG_INTERFACE1 DXGIGetDebugInterface1;
  571. #endif // USE_D3D11_DYNAMIC_LIB
  572. #if BGFX_CONFIG_USE_OVR
  573. class VRImplOVRD3D11 : public VRImplOVR
  574. {
  575. public:
  576. VRImplOVRD3D11();
  577. virtual bool createSwapChain(const VRDesc& _desc, int _msaaSamples, int _mirrorWidth, int _mirrorHeight) BX_OVERRIDE;
  578. virtual void destroySwapChain() BX_OVERRIDE;
  579. virtual void destroyMirror() BX_OVERRIDE;
  580. virtual void makeRenderTargetActive(const VRDesc& _desc) BX_OVERRIDE;
  581. virtual bool submitSwapChain(const VRDesc& _desc) BX_OVERRIDE;
  582. private:
  583. ID3D11DepthStencilView* m_depthBuffer;
  584. ID3D11RenderTargetView* m_eyeRtv[4];
  585. ID3D11RenderTargetView* m_msaaRtv;
  586. ID3D11Texture2D* m_msaaTexture;
  587. ovrTextureSwapChain m_textureSwapChain;
  588. ovrMirrorTexture m_mirrorTexture;
  589. };
  590. #endif // BGFX_CONFIG_USE_OVR
  591. struct RendererContextD3D11 : public RendererContextI
  592. {
  593. RendererContextD3D11()
  594. : m_d3d9dll(NULL)
  595. , m_d3d11dll(NULL)
  596. , m_dxgidll(NULL)
  597. , m_dxgidebugdll(NULL)
  598. , m_renderdocdll(NULL)
  599. , m_agsdll(NULL)
  600. , m_ags(NULL)
  601. , m_driverType(D3D_DRIVER_TYPE_NULL)
  602. , m_featureLevel(D3D_FEATURE_LEVEL(0) )
  603. , m_adapter(NULL)
  604. , m_factory(NULL)
  605. , m_swapChain(NULL)
  606. , m_lost(false)
  607. , m_numWindows(0)
  608. , m_device(NULL)
  609. , m_deviceCtx(NULL)
  610. , m_infoQueue(NULL)
  611. , m_backBufferColor(NULL)
  612. , m_backBufferDepthStencil(NULL)
  613. , m_currentColor(NULL)
  614. , m_currentDepthStencil(NULL)
  615. , m_captureTexture(NULL)
  616. , m_captureResolve(NULL)
  617. , m_maxAnisotropy(1)
  618. , m_depthClamp(false)
  619. , m_wireframe(false)
  620. , m_currentProgram(NULL)
  621. , m_vsChanges(0)
  622. , m_fsChanges(0)
  623. , m_rtMsaa(false)
  624. , m_timerQuerySupport(false)
  625. {
  626. m_fbh.idx = invalidHandle;
  627. bx::memSet(&m_adapterDesc, 0, sizeof(m_adapterDesc) );
  628. bx::memSet(&m_scd, 0, sizeof(m_scd) );
  629. bx::memSet(&m_windows, 0xff, sizeof(m_windows) );
  630. }
  631. ~RendererContextD3D11()
  632. {
  633. }
  634. bool init()
  635. {
  636. struct ErrorState
  637. {
  638. enum Enum
  639. {
  640. Default,
  641. LoadedD3D11,
  642. LoadedDXGI,
  643. CreatedDXGIFactory,
  644. };
  645. };
  646. ErrorState::Enum errorState = ErrorState::Default;
  647. // Must be before device creation, and before RenderDoc.
  648. VRImplI* vrImpl = NULL;
  649. #if BGFX_CONFIG_USE_OVR
  650. vrImpl = &m_ovrRender;
  651. #endif // BGFX_CONFIG_USE_OVR
  652. m_ovr.init(vrImpl);
  653. if (!m_ovr.isInitialized() )
  654. {
  655. m_renderdocdll = loadRenderDoc();
  656. }
  657. m_fbh.idx = invalidHandle;
  658. bx::memSet(m_uniforms, 0, sizeof(m_uniforms) );
  659. bx::memSet(&m_resolution, 0, sizeof(m_resolution) );
  660. m_ags = NULL;
  661. m_agsdll = bx::dlopen(
  662. #if BX_ARCH_32BIT
  663. "amd_ags_x86.dll"
  664. #else
  665. "amd_ags_x64.dll"
  666. #endif // BX_ARCH_32BIT
  667. );
  668. if (NULL != m_agsdll)
  669. {
  670. agsInit = (PFN_AGS_INIT )bx::dlsym(m_agsdll, "agsInit");
  671. agsDeInit = (PFN_AGS_DEINIT)bx::dlsym(m_agsdll, "agsDeInit");
  672. agsGetCrossfireGPUCount = (PFN_AGS_GET_CROSSFIRE_GPU_COUNT )bx::dlsym(m_agsdll, "agsGetCrossfireGPUCount");
  673. agsGetTotalGPUCount = (PFN_AGS_GET_TOTAL_GPU_COUNT )bx::dlsym(m_agsdll, "agsGetTotalGPUCount");
  674. agsGetGPUMemorySize = (PFN_AGS_GET_GPU_MEMORY_SIZE )bx::dlsym(m_agsdll, "agsGetGPUMemorySize");
  675. agsGetDriverVersionInfo = (PFN_AGS_GET_DRIVER_VERSION_INFO )bx::dlsym(m_agsdll, "agsGetDriverVersionInfo");
  676. agsDriverExtensions_Init = (PFN_AGS_DRIVER_EXTENSIONS_INIT )bx::dlsym(m_agsdll, "agsDriverExtensions_Init");
  677. agsDriverExtensions_DeInit = (PFN_AGS_DRIVER_EXTENSIONS_DEINIT)bx::dlsym(m_agsdll, "agsDriverExtensions_DeInit");
  678. agsDriverExtensions_MultiDrawInstancedIndirect = (PFN_AGS_DRIVER_EXTENSIONS_MULTIDRAW_INSTANCED_INDIRECT )bx::dlsym(m_agsdll, "agsDriverExtensions_MultiDrawInstancedIndirect");
  679. agsDriverExtensions_MultiDrawIndexedInstancedIndirect = (PFN_AGS_DRIVER_EXTENSIONS_MULTIDRAW_INDEXED_INSTANCED_INDIRECT)bx::dlsym(m_agsdll, "agsDriverExtensions_MultiDrawIndexedInstancedIndirect");
  680. bool agsSupported = true
  681. && NULL != agsInit
  682. && NULL != agsDeInit
  683. && NULL != agsGetCrossfireGPUCount
  684. && NULL != agsGetTotalGPUCount
  685. && NULL != agsGetGPUMemorySize
  686. && NULL != agsGetDriverVersionInfo
  687. && NULL != agsDriverExtensions_Init
  688. && NULL != agsDriverExtensions_DeInit
  689. && NULL != agsDriverExtensions_MultiDrawInstancedIndirect
  690. && NULL != agsDriverExtensions_MultiDrawIndexedInstancedIndirect
  691. ;
  692. if (agsSupported)
  693. {
  694. AGS_RETURN_CODE result = agsInit(&m_ags);
  695. agsSupported = AGS_SUCCESS == result;
  696. if (agsSupported)
  697. {
  698. AGSDriverVersionInfo vi;
  699. result = agsGetDriverVersionInfo(m_ags, &vi);
  700. BX_TRACE(" Driver version: %s", vi.strDriverVersion);
  701. BX_TRACE(" Catalyst version: %s", vi.strCatalystVersion);
  702. int32_t numCrossfireGPUs = 0;
  703. result = agsGetCrossfireGPUCount(m_ags, &numCrossfireGPUs);
  704. BX_TRACE(" Num crossfire GPUs: %d", numCrossfireGPUs);
  705. int32_t numGPUs = 0;
  706. result = agsGetTotalGPUCount(m_ags, &numGPUs);
  707. BX_TRACE(" Num GPUs: %d", numGPUs);
  708. for (int32_t ii = 0; ii < numGPUs; ++ii)
  709. {
  710. long long memSize;
  711. result = agsGetGPUMemorySize(m_ags, ii, &memSize);
  712. if (AGS_SUCCESS == result)
  713. {
  714. char memSizeStr[16];
  715. bx::prettify(memSizeStr, BX_COUNTOF(memSizeStr), memSize);
  716. BX_TRACE(" GPU #%d mem size: %s", ii, memSizeStr);
  717. }
  718. }
  719. }
  720. }
  721. BX_WARN(!agsSupported, "AMD/AGS supported.");
  722. if (!agsSupported)
  723. {
  724. if (NULL != m_ags)
  725. {
  726. agsDeInit(m_ags);
  727. m_ags = NULL;
  728. }
  729. bx::dlclose(m_agsdll);
  730. m_agsdll = NULL;
  731. }
  732. }
  733. #if USE_D3D11_DYNAMIC_LIB
  734. m_d3d11dll = bx::dlopen("d3d11.dll");
  735. if (NULL == m_d3d11dll)
  736. {
  737. BX_TRACE("Failed to load d3d11.dll.");
  738. goto error;
  739. }
  740. errorState = ErrorState::LoadedD3D11;
  741. m_d3d9dll = NULL;
  742. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  743. {
  744. // D3D11_1.h has ID3DUserDefinedAnnotation
  745. // http://msdn.microsoft.com/en-us/library/windows/desktop/hh446881%28v=vs.85%29.aspx
  746. m_d3d9dll = bx::dlopen("d3d9.dll");
  747. if (NULL != m_d3d9dll)
  748. {
  749. D3DPERF_SetMarker = (PFN_D3DPERF_SET_MARKER )bx::dlsym(m_d3d9dll, "D3DPERF_SetMarker" );
  750. D3DPERF_BeginEvent = (PFN_D3DPERF_BEGIN_EVENT)bx::dlsym(m_d3d9dll, "D3DPERF_BeginEvent");
  751. D3DPERF_EndEvent = (PFN_D3DPERF_END_EVENT )bx::dlsym(m_d3d9dll, "D3DPERF_EndEvent" );
  752. BX_CHECK(NULL != D3DPERF_SetMarker
  753. && NULL != D3DPERF_BeginEvent
  754. && NULL != D3DPERF_EndEvent
  755. , "Failed to initialize PIX events."
  756. );
  757. }
  758. }
  759. D3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)bx::dlsym(m_d3d11dll, "D3D11CreateDevice");
  760. if (NULL == D3D11CreateDevice)
  761. {
  762. BX_TRACE("Function D3D11CreateDevice not found.");
  763. goto error;
  764. }
  765. m_dxgidll = bx::dlopen("dxgi.dll");
  766. if (NULL == m_dxgidll)
  767. {
  768. BX_TRACE("Failed to load dxgi.dll.");
  769. goto error;
  770. }
  771. errorState = ErrorState::LoadedDXGI;
  772. CreateDXGIFactory = (PFN_CREATE_DXGI_FACTORY)bx::dlsym(m_dxgidll, "CreateDXGIFactory1");
  773. if (NULL == CreateDXGIFactory)
  774. {
  775. CreateDXGIFactory = (PFN_CREATE_DXGI_FACTORY)bx::dlsym(m_dxgidll, "CreateDXGIFactory");
  776. }
  777. if (NULL == CreateDXGIFactory)
  778. {
  779. BX_TRACE("Function CreateDXGIFactory not found.");
  780. goto error;
  781. }
  782. m_dxgidebugdll = bx::dlopen("dxgidebug.dll");
  783. if (NULL != m_dxgidebugdll)
  784. {
  785. DXGIGetDebugInterface = (PFN_GET_DEBUG_INTERFACE )bx::dlsym(m_dxgidebugdll, "DXGIGetDebugInterface");
  786. DXGIGetDebugInterface1 = (PFN_GET_DEBUG_INTERFACE1)bx::dlsym(m_dxgidebugdll, "DXGIGetDebugInterface1");
  787. if (NULL == DXGIGetDebugInterface
  788. && NULL == DXGIGetDebugInterface1)
  789. {
  790. bx::dlclose(m_dxgidebugdll);
  791. m_dxgidebugdll = NULL;
  792. }
  793. else
  794. {
  795. // Figure out how to access IDXGIInfoQueue on pre Win8...
  796. }
  797. }
  798. #endif // USE_D3D11_DYNAMIC_LIB
  799. HRESULT hr;
  800. IDXGIFactory* factory;
  801. #if BX_PLATFORM_WINRT
  802. // WinRT requires the IDXGIFactory2 interface, which isn't supported on older platforms
  803. hr = CreateDXGIFactory1(__uuidof(IDXGIFactory2), (void**)&factory);
  804. #elif BX_PLATFORM_WINDOWS
  805. hr = CreateDXGIFactory(IID_IDXGIFactory, (void**)&factory);
  806. #else
  807. hr = S_OK;
  808. factory = NULL;
  809. #endif // BX_PLATFORM_*
  810. if (FAILED(hr) )
  811. {
  812. BX_TRACE("Unable to create DXGI factory.");
  813. goto error;
  814. }
  815. errorState = ErrorState::CreatedDXGIFactory;
  816. m_device = (ID3D11Device*)g_platformData.context;
  817. if (NULL == m_device)
  818. {
  819. m_adapter = NULL;
  820. m_driverType = BGFX_PCI_ID_SOFTWARE_RASTERIZER == g_caps.vendorId
  821. ? D3D_DRIVER_TYPE_WARP
  822. : D3D_DRIVER_TYPE_HARDWARE
  823. ;
  824. if (NULL != factory)
  825. {
  826. IDXGIAdapter* adapter;
  827. for (uint32_t ii = 0
  828. ; DXGI_ERROR_NOT_FOUND != factory->EnumAdapters(ii, &adapter) && ii < BX_COUNTOF(g_caps.gpu)
  829. ; ++ii
  830. )
  831. {
  832. DXGI_ADAPTER_DESC desc;
  833. hr = adapter->GetDesc(&desc);
  834. if (SUCCEEDED(hr) )
  835. {
  836. BX_TRACE("Adapter #%d", ii);
  837. char description[BX_COUNTOF(desc.Description)];
  838. wcstombs(description, desc.Description, BX_COUNTOF(desc.Description) );
  839. BX_TRACE("\tDescription: %s", description);
  840. BX_TRACE("\tVendorId: 0x%08x, DeviceId: 0x%08x, SubSysId: 0x%08x, Revision: 0x%08x"
  841. , desc.VendorId
  842. , desc.DeviceId
  843. , desc.SubSysId
  844. , desc.Revision
  845. );
  846. BX_TRACE("\tMemory: %" PRIi64 " (video), %" PRIi64 " (system), %" PRIi64 " (shared)"
  847. , desc.DedicatedVideoMemory
  848. , desc.DedicatedSystemMemory
  849. , desc.SharedSystemMemory
  850. );
  851. g_caps.gpu[ii].vendorId = (uint16_t)desc.VendorId;
  852. g_caps.gpu[ii].deviceId = (uint16_t)desc.DeviceId;
  853. ++g_caps.numGPUs;
  854. if (NULL == m_adapter)
  855. {
  856. if ( (BGFX_PCI_ID_NONE != g_caps.vendorId || 0 != g_caps.deviceId)
  857. && (BGFX_PCI_ID_NONE == g_caps.vendorId || desc.VendorId == g_caps.vendorId)
  858. && ( 0 == g_caps.deviceId || desc.DeviceId == g_caps.deviceId) )
  859. {
  860. m_adapter = adapter;
  861. m_adapter->AddRef();
  862. m_driverType = D3D_DRIVER_TYPE_UNKNOWN;
  863. }
  864. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PERFHUD)
  865. && 0 != bx::strFind(description, "PerfHUD") )
  866. {
  867. m_adapter = adapter;
  868. m_driverType = D3D_DRIVER_TYPE_REFERENCE;
  869. }
  870. }
  871. }
  872. DX_RELEASE(adapter, adapter == m_adapter ? 1 : 0);
  873. }
  874. DX_RELEASE(factory, NULL != m_adapter ? 1 : 0);
  875. }
  876. D3D_FEATURE_LEVEL featureLevel[] =
  877. {
  878. D3D_FEATURE_LEVEL_12_1,
  879. D3D_FEATURE_LEVEL_12_0,
  880. D3D_FEATURE_LEVEL_11_1,
  881. D3D_FEATURE_LEVEL_11_0,
  882. D3D_FEATURE_LEVEL_10_1,
  883. D3D_FEATURE_LEVEL_10_0,
  884. #if BX_PLATFORM_WINRT
  885. D3D_FEATURE_LEVEL_9_3,
  886. D3D_FEATURE_LEVEL_9_2,
  887. #endif // BX_PLATFORM_WINRT
  888. };
  889. for (;;)
  890. {
  891. uint32_t flags = 0
  892. | D3D11_CREATE_DEVICE_SINGLETHREADED
  893. | D3D11_CREATE_DEVICE_BGRA_SUPPORT
  894. // | D3D11_CREATE_DEVICE_PREVENT_INTERNAL_THREADING_OPTIMIZATIONS
  895. | (BX_ENABLED(BGFX_CONFIG_DEBUG) ? D3D11_CREATE_DEVICE_DEBUG : 0)
  896. ;
  897. hr = E_FAIL;
  898. for (uint32_t ii = 0; ii < BX_COUNTOF(featureLevel) && FAILED(hr);)
  899. {
  900. hr = D3D11CreateDevice(m_adapter
  901. , m_driverType
  902. , NULL
  903. , flags
  904. , &featureLevel[ii]
  905. , BX_COUNTOF(featureLevel)-ii
  906. , D3D11_SDK_VERSION
  907. , &m_device
  908. , &m_featureLevel
  909. , &m_deviceCtx
  910. );
  911. BX_WARN(FAILED(hr), "Direct3D11 device feature level %d.%d."
  912. , (m_featureLevel >> 12) & 0xf
  913. , (m_featureLevel >> 8) & 0xf
  914. );
  915. if (FAILED(hr)
  916. && 0 != (flags & D3D11_CREATE_DEVICE_DEBUG) )
  917. {
  918. // Try without debug in case D3D11 SDK Layers
  919. // is not present?
  920. flags &= ~D3D11_CREATE_DEVICE_DEBUG;
  921. continue;
  922. }
  923. // Enable debug flags.
  924. flags |= (BX_ENABLED(BGFX_CONFIG_DEBUG) ? D3D11_CREATE_DEVICE_DEBUG : 0);
  925. ++ii;
  926. }
  927. if (FAILED(hr)
  928. && D3D_DRIVER_TYPE_WARP != m_driverType)
  929. {
  930. // Try with WARP
  931. m_driverType = D3D_DRIVER_TYPE_WARP;
  932. continue;
  933. }
  934. break;
  935. }
  936. if (FAILED(hr) )
  937. {
  938. BX_TRACE("Unable to create Direct3D11 device.");
  939. goto error;
  940. }
  941. if (NULL != m_adapter)
  942. {
  943. DX_RELEASE(m_adapter, 2);
  944. }
  945. }
  946. else
  947. {
  948. m_device->GetImmediateContext(&m_deviceCtx);
  949. if (NULL == m_deviceCtx)
  950. {
  951. BX_TRACE("Unable to retrieve Direct3D11 ImmediateContext.");
  952. goto error;
  953. }
  954. m_featureLevel = m_device->GetFeatureLevel();
  955. }
  956. {
  957. m_deviceInterfaceVersion = 0;
  958. for (uint32_t ii = 0; ii < BX_COUNTOF(s_d3dDeviceIIDs); ++ii)
  959. {
  960. ID3D11Device* device;
  961. hr = m_device->QueryInterface(s_d3dDeviceIIDs[ii], (void**)&device);
  962. if (SUCCEEDED(hr) )
  963. {
  964. device->Release(); // BK - ignore ref count.
  965. m_deviceInterfaceVersion = BX_COUNTOF(s_d3dDeviceIIDs)-ii;
  966. break;
  967. }
  968. }
  969. if (NULL != m_renderdocdll)
  970. {
  971. // RenderDoc doesn't support ID3D11Device3 yet:
  972. // https://github.com/baldurk/renderdoc/issues/235
  973. m_deviceInterfaceVersion = bx::uint32_min(m_deviceInterfaceVersion, 1);
  974. }
  975. IDXGIDevice* device = NULL;
  976. IDXGIAdapter* adapter = NULL;
  977. hr = E_FAIL;
  978. for (uint32_t ii = 0; ii < BX_COUNTOF(s_dxgiDeviceIIDs) && FAILED(hr); ++ii)
  979. {
  980. hr = m_device->QueryInterface(s_dxgiDeviceIIDs[ii], (void**)&device);
  981. BX_TRACE("DXGI device 11.%d, hr %x", BX_COUNTOF(s_dxgiDeviceIIDs)-1-ii, hr);
  982. if (SUCCEEDED(hr) )
  983. {
  984. #if BX_COMPILER_MSVC
  985. BX_PRAGMA_DIAGNOSTIC_PUSH();
  986. BX_PRAGMA_DIAGNOSTIC_IGNORED_MSVC(4530) // warning C4530: C++ exception handler used, but unwind semantics are not enabled. Specify /EHsc
  987. try
  988. {
  989. // QueryInterface above can succeed, but getting adapter call might crash on Win7.
  990. hr = device->GetAdapter(&adapter);
  991. }
  992. catch (...)
  993. {
  994. BX_TRACE("Failed to get adapter foro IID_IDXGIDevice%d.", BX_COUNTOF(s_dxgiDeviceIIDs)-1-ii);
  995. DX_RELEASE(device, 0);
  996. hr = E_FAIL;
  997. }
  998. BX_PRAGMA_DIAGNOSTIC_POP();
  999. #else
  1000. hr = device->GetAdapter(&adapter);
  1001. #endif // BX_COMPILER_MSVC
  1002. }
  1003. }
  1004. if (FAILED(hr) )
  1005. {
  1006. BX_TRACE("Unable to create Direct3D11 device.");
  1007. goto error;
  1008. }
  1009. // GPA increases device ref count.
  1010. // RenderDoc makes device ref count 0 here.
  1011. //
  1012. // This causes assert in debug. When debugger is present refcount
  1013. // checks are off.
  1014. IDXGIDevice* renderdoc;
  1015. hr = m_device->QueryInterface(IID_IDXGIDeviceRenderDoc, (void**)&renderdoc);
  1016. if (SUCCEEDED(hr) )
  1017. {
  1018. setGraphicsDebuggerPresent(true);
  1019. DX_RELEASE(renderdoc, 2);
  1020. }
  1021. else
  1022. {
  1023. setGraphicsDebuggerPresent(3 != getRefCount(device) );
  1024. DX_RELEASE(device, 2);
  1025. }
  1026. bx::memSet(&m_adapterDesc, 0, sizeof(m_adapterDesc) );
  1027. hr = adapter->GetDesc(&m_adapterDesc);
  1028. BX_WARN(SUCCEEDED(hr), "Adapter GetDesc failed 0x%08x.", hr);
  1029. g_caps.vendorId = 0 == m_adapterDesc.VendorId
  1030. ? BGFX_PCI_ID_SOFTWARE_RASTERIZER
  1031. : (uint16_t)m_adapterDesc.VendorId
  1032. ;
  1033. g_caps.deviceId = (uint16_t)m_adapterDesc.DeviceId;
  1034. if (NULL == g_platformData.backBuffer)
  1035. {
  1036. #if !BX_PLATFORM_WINDOWS
  1037. hr = adapter->GetParent(__uuidof(IDXGIFactory2), (void**)&m_factory);
  1038. DX_RELEASE(adapter, 2);
  1039. if (FAILED(hr) )
  1040. {
  1041. BX_TRACE("Unable to create Direct3D11 device.");
  1042. goto error;
  1043. }
  1044. bx::memSet(&m_scd, 0, sizeof(m_scd) );
  1045. m_scd.Width = BGFX_DEFAULT_WIDTH;
  1046. m_scd.Height = BGFX_DEFAULT_HEIGHT;
  1047. m_scd.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  1048. m_scd.Stereo = false;
  1049. m_scd.SampleDesc.Count = 1;
  1050. m_scd.SampleDesc.Quality = 0;
  1051. m_scd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  1052. m_scd.BufferCount = 2;
  1053. m_scd.Scaling = 0 == g_platformData.ndt
  1054. ? DXGI_SCALING_NONE
  1055. : DXGI_SCALING_STRETCH;
  1056. m_scd.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL;
  1057. m_scd.AlphaMode = DXGI_ALPHA_MODE_IGNORE;
  1058. if (NULL == g_platformData.ndt)
  1059. {
  1060. hr = m_factory->CreateSwapChainForCoreWindow(m_device
  1061. , (::IUnknown*)g_platformData.nwh
  1062. , &m_scd
  1063. , NULL
  1064. , &m_swapChain
  1065. );
  1066. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to create Direct3D11 swap chain.");
  1067. }
  1068. else
  1069. {
  1070. BGFX_FATAL(g_platformData.ndt == reinterpret_cast<void*>(1), Fatal::UnableToInitialize, "Unable to set swap chain on panel.");
  1071. hr = m_factory->CreateSwapChainForComposition(m_device
  1072. , &m_scd
  1073. , NULL
  1074. , &m_swapChain
  1075. );
  1076. BX_WARN(SUCCEEDED(hr), "Unable to create Direct3D11 swap chain.");
  1077. # if BX_PLATFORM_WINRT
  1078. IInspectable* nativeWindow = reinterpret_cast<IInspectable *>(g_platformData.nwh);
  1079. ISwapChainBackgroundPanelNative* panel = NULL;
  1080. hr = nativeWindow->QueryInterface(__uuidof(ISwapChainBackgroundPanelNative), (void**)&panel);
  1081. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to set swap chain on panel.");
  1082. if (NULL != panel)
  1083. {
  1084. hr = panel->SetSwapChain(m_swapChain);
  1085. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to set swap chain on panel.");
  1086. panel->Release();
  1087. }
  1088. # endif // BX_PLATFORM_WINRT
  1089. }
  1090. #else
  1091. hr = adapter->GetParent(IID_IDXGIFactory, (void**)&m_factory);
  1092. DX_RELEASE(adapter, 2);
  1093. if (FAILED(hr) )
  1094. {
  1095. BX_TRACE("Unable to create Direct3D11 device.");
  1096. goto error;
  1097. }
  1098. bx::memSet(&m_scd, 0, sizeof(m_scd) );
  1099. m_scd.BufferDesc.Width = BGFX_DEFAULT_WIDTH;
  1100. m_scd.BufferDesc.Height = BGFX_DEFAULT_HEIGHT;
  1101. m_scd.BufferDesc.RefreshRate.Numerator = 60;
  1102. m_scd.BufferDesc.RefreshRate.Denominator = 1;
  1103. m_scd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  1104. m_scd.SampleDesc.Count = 1;
  1105. m_scd.SampleDesc.Quality = 0;
  1106. m_scd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  1107. m_scd.BufferCount = 1;
  1108. m_scd.OutputWindow = (HWND)g_platformData.nwh;
  1109. m_scd.Windowed = true;
  1110. hr = m_factory->CreateSwapChain(m_device
  1111. , &m_scd
  1112. , &m_swapChain
  1113. );
  1114. DX_CHECK(m_factory->MakeWindowAssociation( (HWND)g_platformData.nwh, 0
  1115. | DXGI_MWA_NO_WINDOW_CHANGES
  1116. | DXGI_MWA_NO_ALT_ENTER
  1117. ) );
  1118. #endif // BX_PLATFORM_*
  1119. if (FAILED(hr) )
  1120. {
  1121. BX_TRACE("Failed to create swap chain.");
  1122. goto error;
  1123. }
  1124. }
  1125. else
  1126. {
  1127. bx::memSet(&m_scd, 0, sizeof(m_scd) );
  1128. m_scd.SampleDesc.Count = 1;
  1129. m_scd.SampleDesc.Quality = 0;
  1130. setBufferSize(BGFX_DEFAULT_WIDTH, BGFX_DEFAULT_HEIGHT);
  1131. m_backBufferColor = (ID3D11RenderTargetView*)g_platformData.backBuffer;
  1132. m_backBufferDepthStencil = (ID3D11DepthStencilView*)g_platformData.backBufferDS;
  1133. }
  1134. }
  1135. m_numWindows = 1;
  1136. if (BX_ENABLED(BGFX_CONFIG_DEBUG) )
  1137. {
  1138. hr = m_device->QueryInterface(IID_ID3D11InfoQueue, (void**)&m_infoQueue);
  1139. if (SUCCEEDED(hr) )
  1140. {
  1141. m_infoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_CORRUPTION, true);
  1142. m_infoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_ERROR, false);
  1143. m_infoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_WARNING, false);
  1144. D3D11_INFO_QUEUE_FILTER filter;
  1145. bx::memSet(&filter, 0, sizeof(filter) );
  1146. D3D11_MESSAGE_CATEGORY catlist[] =
  1147. {
  1148. D3D11_MESSAGE_CATEGORY_STATE_CREATION,
  1149. };
  1150. filter.DenyList.NumCategories = BX_COUNTOF(catlist);
  1151. filter.DenyList.pCategoryList = catlist;
  1152. D3D11_MESSAGE_ID idlist[] =
  1153. {
  1154. D3D11_MESSAGE_ID_DEVICE_DRAW_RENDERTARGETVIEW_NOT_SET,
  1155. D3D11_MESSAGE_ID_QUERY_BEGIN_ABANDONING_PREVIOUS_RESULTS,
  1156. };
  1157. filter.DenyList.NumIDs = BX_COUNTOF(idlist);
  1158. filter.DenyList.pIDList = idlist;
  1159. m_infoQueue->PushStorageFilter(&filter);
  1160. DX_RELEASE(m_infoQueue, 3);
  1161. }
  1162. }
  1163. {
  1164. g_caps.supported |= (0
  1165. | BGFX_CAPS_TEXTURE_3D
  1166. | BGFX_CAPS_VERTEX_ATTRIB_HALF
  1167. | BGFX_CAPS_VERTEX_ATTRIB_UINT10
  1168. | BGFX_CAPS_FRAGMENT_DEPTH
  1169. | (getIntelExtensions(m_device) ? BGFX_CAPS_FRAGMENT_ORDERING : 0)
  1170. | BGFX_CAPS_SWAP_CHAIN
  1171. | (m_ovr.isInitialized() ? BGFX_CAPS_HMD : 0)
  1172. | BGFX_CAPS_DRAW_INDIRECT
  1173. | BGFX_CAPS_TEXTURE_BLIT
  1174. | BGFX_CAPS_TEXTURE_READ_BACK
  1175. | ( (m_featureLevel >= D3D_FEATURE_LEVEL_9_2) ? BGFX_CAPS_OCCLUSION_QUERY : 0)
  1176. | BGFX_CAPS_ALPHA_TO_COVERAGE
  1177. | ( (m_deviceInterfaceVersion >= 3) ? BGFX_CAPS_CONSERVATIVE_RASTER : 0)
  1178. | BGFX_CAPS_TEXTURE_2D_ARRAY
  1179. | BGFX_CAPS_TEXTURE_CUBE_ARRAY
  1180. );
  1181. m_timerQuerySupport = m_featureLevel >= D3D_FEATURE_LEVEL_10_0;
  1182. if (m_featureLevel <= D3D_FEATURE_LEVEL_9_2)
  1183. {
  1184. g_caps.limits.maxTextureSize = D3D_FL9_1_REQ_TEXTURE2D_U_OR_V_DIMENSION;
  1185. g_caps.limits.maxFBAttachments = uint8_t(bx::uint32_min(
  1186. D3D_FL9_1_SIMULTANEOUS_RENDER_TARGET_COUNT
  1187. , BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS
  1188. ) );
  1189. g_caps.limits.maxVertexStreams = uint8_t(bx::uint32_min(
  1190. 16
  1191. , BGFX_CONFIG_MAX_VERTEX_STREAMS
  1192. ) );
  1193. }
  1194. else if (m_featureLevel == D3D_FEATURE_LEVEL_9_3)
  1195. {
  1196. g_caps.limits.maxTextureSize = D3D_FL9_3_REQ_TEXTURE2D_U_OR_V_DIMENSION;
  1197. g_caps.limits.maxFBAttachments = uint8_t(bx::uint32_min(
  1198. D3D_FL9_3_SIMULTANEOUS_RENDER_TARGET_COUNT
  1199. , BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS
  1200. ) );
  1201. g_caps.limits.maxVertexStreams = uint8_t(bx::uint32_min(
  1202. 16
  1203. , BGFX_CONFIG_MAX_VERTEX_STREAMS
  1204. ) );
  1205. }
  1206. else
  1207. {
  1208. g_caps.supported |= BGFX_CAPS_TEXTURE_COMPARE_ALL;
  1209. g_caps.limits.maxTextureSize = D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION;
  1210. g_caps.limits.maxFBAttachments = uint8_t(bx::uint32_min(
  1211. D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT
  1212. , BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS
  1213. ) );
  1214. g_caps.limits.maxVertexStreams = uint8_t(bx::uint32_min(
  1215. D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT
  1216. , BGFX_CONFIG_MAX_VERTEX_STREAMS
  1217. ) );
  1218. }
  1219. // 32-bit indices only supported on 9_2+.
  1220. if (m_featureLevel >= D3D_FEATURE_LEVEL_9_2)
  1221. {
  1222. g_caps.supported |= BGFX_CAPS_INDEX32;
  1223. }
  1224. // Independent blend only supported on 10_1+.
  1225. if (m_featureLevel >= D3D_FEATURE_LEVEL_10_1)
  1226. {
  1227. g_caps.supported |= BGFX_CAPS_BLEND_INDEPENDENT;
  1228. }
  1229. // Compute support is optional on 10_0 and 10_1 targets.
  1230. if (m_featureLevel == D3D_FEATURE_LEVEL_10_0
  1231. || m_featureLevel == D3D_FEATURE_LEVEL_10_1)
  1232. {
  1233. struct D3D11_FEATURE_DATA_D3D10_X_HARDWARE_OPTIONS
  1234. {
  1235. BOOL ComputeShaders_Plus_RawAndStructuredBuffers_Via_Shader_4_x;
  1236. };
  1237. D3D11_FEATURE_DATA_D3D10_X_HARDWARE_OPTIONS data;
  1238. hr = m_device->CheckFeatureSupport(D3D11_FEATURE_D3D10_X_HARDWARE_OPTIONS, &data, sizeof(data) );
  1239. if (SUCCEEDED(hr)
  1240. && data.ComputeShaders_Plus_RawAndStructuredBuffers_Via_Shader_4_x)
  1241. {
  1242. g_caps.supported |= BGFX_CAPS_COMPUTE;
  1243. }
  1244. }
  1245. else if (m_featureLevel >= D3D_FEATURE_LEVEL_11_0)
  1246. {
  1247. g_caps.supported |= BGFX_CAPS_COMPUTE;
  1248. }
  1249. // Instancing fully supported on 9_3+, optionally partially supported at lower levels.
  1250. if (m_featureLevel >= D3D_FEATURE_LEVEL_9_3)
  1251. {
  1252. g_caps.supported |= BGFX_CAPS_INSTANCING;
  1253. }
  1254. else
  1255. {
  1256. struct D3D11_FEATURE_DATA_D3D9_SIMPLE_INSTANCING_SUPPORT
  1257. {
  1258. BOOL SimpleInstancingSupported;
  1259. };
  1260. D3D11_FEATURE_DATA_D3D9_SIMPLE_INSTANCING_SUPPORT data;
  1261. hr = m_device->CheckFeatureSupport(D3D11_FEATURE(11) /*D3D11_FEATURE_D3D9_SIMPLE_INSTANCING_SUPPORT*/, &data, sizeof(data) );
  1262. if (SUCCEEDED(hr)
  1263. && data.SimpleInstancingSupported)
  1264. {
  1265. g_caps.supported |= BGFX_CAPS_INSTANCING;
  1266. }
  1267. }
  1268. // shadow compare is optional on 9_1 through 9_3 targets
  1269. if (m_featureLevel <= D3D_FEATURE_LEVEL_9_3)
  1270. {
  1271. struct D3D11_FEATURE_DATA_D3D9_SHADOW_SUPPORT
  1272. {
  1273. BOOL SupportsDepthAsTextureWithLessEqualComparisonFilter;
  1274. };
  1275. D3D11_FEATURE_DATA_D3D9_SHADOW_SUPPORT data;
  1276. hr = m_device->CheckFeatureSupport(D3D11_FEATURE(9) /*D3D11_FEATURE_D3D9_SHADOW_SUPPORT*/, &data, sizeof(data) );
  1277. if (SUCCEEDED(hr)
  1278. && data.SupportsDepthAsTextureWithLessEqualComparisonFilter)
  1279. {
  1280. g_caps.supported |= BGFX_CAPS_TEXTURE_COMPARE_LEQUAL;
  1281. }
  1282. }
  1283. for (uint32_t ii = 0; ii < TextureFormat::Count; ++ii)
  1284. {
  1285. uint16_t support = BGFX_CAPS_FORMAT_TEXTURE_NONE;
  1286. const DXGI_FORMAT fmt = bimg::isDepth(bimg::TextureFormat::Enum(ii) )
  1287. ? s_textureFormat[ii].m_fmtDsv
  1288. : s_textureFormat[ii].m_fmt
  1289. ;
  1290. const DXGI_FORMAT fmtSrgb = s_textureFormat[ii].m_fmtSrgb;
  1291. if (DXGI_FORMAT_UNKNOWN != fmt)
  1292. {
  1293. if (BX_ENABLED(BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT) )
  1294. {
  1295. struct D3D11_FEATURE_DATA_FORMAT_SUPPORT
  1296. {
  1297. DXGI_FORMAT InFormat;
  1298. UINT OutFormatSupport;
  1299. };
  1300. D3D11_FEATURE_DATA_FORMAT_SUPPORT data; // D3D11_FEATURE_DATA_FORMAT_SUPPORT2
  1301. data.InFormat = fmt;
  1302. hr = m_device->CheckFeatureSupport(D3D11_FEATURE_FORMAT_SUPPORT, &data, sizeof(data) );
  1303. if (SUCCEEDED(hr) )
  1304. {
  1305. support |= 0 != (data.OutFormatSupport & (0
  1306. | D3D11_FORMAT_SUPPORT_TEXTURE2D
  1307. | D3D11_FORMAT_SUPPORT_TEXTURE3D
  1308. | D3D11_FORMAT_SUPPORT_TEXTURECUBE
  1309. ) )
  1310. ? BGFX_CAPS_FORMAT_TEXTURE_2D
  1311. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1312. ;
  1313. support |= 0 != (data.OutFormatSupport & (0
  1314. | D3D11_FORMAT_SUPPORT_TEXTURE3D
  1315. ) )
  1316. ? BGFX_CAPS_FORMAT_TEXTURE_3D
  1317. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1318. ;
  1319. support |= 0 != (data.OutFormatSupport & (0
  1320. | D3D11_FORMAT_SUPPORT_TEXTURECUBE
  1321. ) )
  1322. ? BGFX_CAPS_FORMAT_TEXTURE_CUBE
  1323. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1324. ;
  1325. support |= 0 != (data.OutFormatSupport & (0
  1326. | D3D11_FORMAT_SUPPORT_BUFFER
  1327. | D3D11_FORMAT_SUPPORT_IA_VERTEX_BUFFER
  1328. | D3D11_FORMAT_SUPPORT_IA_INDEX_BUFFER
  1329. ) )
  1330. ? BGFX_CAPS_FORMAT_TEXTURE_VERTEX
  1331. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1332. ;
  1333. support |= 0 != (data.OutFormatSupport & (0
  1334. | D3D11_FORMAT_SUPPORT_SHADER_LOAD
  1335. ) )
  1336. ? BGFX_CAPS_FORMAT_TEXTURE_IMAGE
  1337. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1338. ;
  1339. support |= 0 != (data.OutFormatSupport & (0
  1340. | D3D11_FORMAT_SUPPORT_RENDER_TARGET
  1341. | D3D11_FORMAT_SUPPORT_DEPTH_STENCIL
  1342. ) )
  1343. ? BGFX_CAPS_FORMAT_TEXTURE_FRAMEBUFFER
  1344. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1345. ;
  1346. support |= 0 != (data.OutFormatSupport & (0
  1347. | D3D11_FORMAT_SUPPORT_MULTISAMPLE_RENDERTARGET
  1348. ) )
  1349. ? BGFX_CAPS_FORMAT_TEXTURE_FRAMEBUFFER_MSAA
  1350. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1351. ;
  1352. support |= 0 != (data.OutFormatSupport & (0
  1353. | D3D11_FORMAT_SUPPORT_MULTISAMPLE_LOAD
  1354. ) )
  1355. ? BGFX_CAPS_FORMAT_TEXTURE_MSAA
  1356. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1357. ;
  1358. support |= 0 != (data.OutFormatSupport & (0
  1359. | D3D11_FORMAT_SUPPORT_MIP_AUTOGEN
  1360. ) )
  1361. ? BGFX_CAPS_FORMAT_TEXTURE_MIP_AUTOGEN
  1362. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1363. ;
  1364. }
  1365. else
  1366. {
  1367. BX_TRACE("CheckFeatureSupport failed with %x for format %s.", hr, getName(TextureFormat::Enum(ii) ) );
  1368. }
  1369. if (0 != (support & BGFX_CAPS_FORMAT_TEXTURE_IMAGE) )
  1370. {
  1371. // clear image flag for additional testing
  1372. support &= ~BGFX_CAPS_FORMAT_TEXTURE_IMAGE;
  1373. data.InFormat = s_textureFormat[ii].m_fmt;
  1374. hr = m_device->CheckFeatureSupport(D3D11_FEATURE_FORMAT_SUPPORT2, &data, sizeof(data) );
  1375. if (SUCCEEDED(hr) )
  1376. {
  1377. support |= 0 != (data.OutFormatSupport & (0
  1378. | D3D11_FORMAT_SUPPORT2_UAV_TYPED_LOAD
  1379. | D3D11_FORMAT_SUPPORT2_UAV_TYPED_STORE
  1380. ) )
  1381. ? BGFX_CAPS_FORMAT_TEXTURE_IMAGE
  1382. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1383. ;
  1384. }
  1385. }
  1386. }
  1387. else
  1388. {
  1389. support |= 0
  1390. | BGFX_CAPS_FORMAT_TEXTURE_2D
  1391. | BGFX_CAPS_FORMAT_TEXTURE_3D
  1392. | BGFX_CAPS_FORMAT_TEXTURE_CUBE
  1393. | BGFX_CAPS_FORMAT_TEXTURE_IMAGE
  1394. | BGFX_CAPS_FORMAT_TEXTURE_VERTEX
  1395. | BGFX_CAPS_FORMAT_TEXTURE_IMAGE
  1396. | BGFX_CAPS_FORMAT_TEXTURE_FRAMEBUFFER
  1397. | BGFX_CAPS_FORMAT_TEXTURE_FRAMEBUFFER_MSAA
  1398. | BGFX_CAPS_FORMAT_TEXTURE_MSAA
  1399. ;
  1400. }
  1401. }
  1402. if (DXGI_FORMAT_UNKNOWN != fmtSrgb)
  1403. {
  1404. if (BX_ENABLED(BX_PLATFORM_WINDOWS || BX_PLATFORM_WINRT) )
  1405. {
  1406. struct D3D11_FEATURE_DATA_FORMAT_SUPPORT
  1407. {
  1408. DXGI_FORMAT InFormat;
  1409. UINT OutFormatSupport;
  1410. };
  1411. D3D11_FEATURE_DATA_FORMAT_SUPPORT data; // D3D11_FEATURE_DATA_FORMAT_SUPPORT2
  1412. data.InFormat = fmtSrgb;
  1413. hr = m_device->CheckFeatureSupport(D3D11_FEATURE_FORMAT_SUPPORT, &data, sizeof(data) );
  1414. if (SUCCEEDED(hr) )
  1415. {
  1416. support |= 0 != (data.OutFormatSupport & (0
  1417. | D3D11_FORMAT_SUPPORT_TEXTURE2D
  1418. ) )
  1419. ? BGFX_CAPS_FORMAT_TEXTURE_2D_SRGB
  1420. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1421. ;
  1422. support |= 0 != (data.OutFormatSupport & (0
  1423. | D3D11_FORMAT_SUPPORT_TEXTURE3D
  1424. ) )
  1425. ? BGFX_CAPS_FORMAT_TEXTURE_3D_SRGB
  1426. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1427. ;
  1428. support |= 0 != (data.OutFormatSupport & (0
  1429. | D3D11_FORMAT_SUPPORT_TEXTURECUBE
  1430. ) )
  1431. ? BGFX_CAPS_FORMAT_TEXTURE_CUBE_SRGB
  1432. : BGFX_CAPS_FORMAT_TEXTURE_NONE
  1433. ;
  1434. }
  1435. else
  1436. {
  1437. BX_TRACE("CheckFeatureSupport failed with %x for sRGB format %s.", hr, getName(TextureFormat::Enum(ii) ) );
  1438. }
  1439. }
  1440. else
  1441. {
  1442. support |= 0
  1443. | BGFX_CAPS_FORMAT_TEXTURE_2D_SRGB
  1444. | BGFX_CAPS_FORMAT_TEXTURE_3D_SRGB
  1445. | BGFX_CAPS_FORMAT_TEXTURE_CUBE_SRGB
  1446. ;
  1447. }
  1448. }
  1449. g_caps.formats[ii] = support;
  1450. }
  1451. // Init reserved part of view name.
  1452. for (uint32_t ii = 0; ii < BGFX_CONFIG_MAX_VIEWS; ++ii)
  1453. {
  1454. bx::snprintf(s_viewName[ii], BGFX_CONFIG_MAX_VIEW_NAME_RESERVED + 1, "%3d ", ii);
  1455. mbstowcs(s_viewNameW[ii], s_viewName[ii], BGFX_CONFIG_MAX_VIEW_NAME_RESERVED);
  1456. }
  1457. if (BX_ENABLED(BGFX_CONFIG_DEBUG)
  1458. && NULL != m_infoQueue)
  1459. {
  1460. m_infoQueue->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_ERROR, true);
  1461. }
  1462. { //
  1463. multiDrawInstancedIndirect = stubMultiDrawInstancedIndirect;
  1464. multiDrawIndexedInstancedIndirect = stubMultiDrawIndexedInstancedIndirect;
  1465. if (NULL != m_ags)
  1466. {
  1467. uint32_t flags;
  1468. AGS_RETURN_CODE result = agsDriverExtensions_Init(m_ags, m_device, &flags);
  1469. bool hasExtensions = AGS_SUCCESS == result;
  1470. if (hasExtensions
  1471. && 0 != (flags & AGS_EXTENSION_MULTIDRAWINDIRECT) )
  1472. {
  1473. multiDrawInstancedIndirect = amdAgsMultiDrawInstancedIndirect;
  1474. multiDrawIndexedInstancedIndirect = amdAgsMultiDrawIndexedInstancedIndirect;
  1475. }
  1476. else
  1477. {
  1478. if (hasExtensions)
  1479. {
  1480. agsDriverExtensions_DeInit(m_ags);
  1481. }
  1482. agsDeInit(m_ags);
  1483. m_ags = NULL;
  1484. }
  1485. }
  1486. }
  1487. //
  1488. updateMsaa();
  1489. postReset();
  1490. }
  1491. BGFX_GPU_PROFILER_BIND(m_device, m_deviceCtx);
  1492. g_internalData.context = m_device;
  1493. return true;
  1494. error:
  1495. switch (errorState)
  1496. {
  1497. case ErrorState::CreatedDXGIFactory:
  1498. DX_RELEASE(m_swapChain, 0);
  1499. DX_RELEASE(m_deviceCtx, 0);
  1500. DX_RELEASE(m_device, 0);
  1501. DX_RELEASE(m_factory, 0);
  1502. #if USE_D3D11_DYNAMIC_LIB
  1503. case ErrorState::LoadedDXGI:
  1504. if (NULL != m_dxgidebugdll)
  1505. {
  1506. bx::dlclose(m_dxgidebugdll);
  1507. m_dxgidebugdll = NULL;
  1508. }
  1509. if (NULL != m_d3d9dll)
  1510. {
  1511. bx::dlclose(m_d3d9dll);
  1512. m_d3d9dll = NULL;
  1513. }
  1514. bx::dlclose(m_dxgidll);
  1515. m_dxgidll = NULL;
  1516. case ErrorState::LoadedD3D11:
  1517. bx::dlclose(m_d3d11dll);
  1518. m_d3d11dll = NULL;
  1519. #endif // USE_D3D11_DYNAMIC_LIB
  1520. case ErrorState::Default:
  1521. default:
  1522. if (NULL != m_ags)
  1523. {
  1524. agsDeInit(m_ags);
  1525. }
  1526. bx::dlclose(m_agsdll);
  1527. m_agsdll = NULL;
  1528. unloadRenderDoc(m_renderdocdll);
  1529. m_ovr.shutdown();
  1530. break;
  1531. }
  1532. return false;
  1533. }
  1534. void shutdown()
  1535. {
  1536. BGFX_GPU_PROFILER_UNBIND();
  1537. preReset();
  1538. m_ovr.shutdown();
  1539. if (NULL != m_ags)
  1540. {
  1541. agsDeInit(m_ags);
  1542. m_ags = NULL;
  1543. }
  1544. bx::dlclose(m_agsdll);
  1545. m_agsdll = NULL;
  1546. m_deviceCtx->ClearState();
  1547. invalidateCache();
  1548. for (uint32_t ii = 0; ii < BX_COUNTOF(m_frameBuffers); ++ii)
  1549. {
  1550. m_frameBuffers[ii].destroy();
  1551. }
  1552. for (uint32_t ii = 0; ii < BX_COUNTOF(m_indexBuffers); ++ii)
  1553. {
  1554. m_indexBuffers[ii].destroy();
  1555. }
  1556. for (uint32_t ii = 0; ii < BX_COUNTOF(m_vertexBuffers); ++ii)
  1557. {
  1558. m_vertexBuffers[ii].destroy();
  1559. }
  1560. for (uint32_t ii = 0; ii < BX_COUNTOF(m_shaders); ++ii)
  1561. {
  1562. m_shaders[ii].destroy();
  1563. }
  1564. for (uint32_t ii = 0; ii < BX_COUNTOF(m_textures); ++ii)
  1565. {
  1566. m_textures[ii].destroy();
  1567. }
  1568. DX_RELEASE(m_swapChain, 0);
  1569. DX_RELEASE(m_deviceCtx, 0);
  1570. DX_RELEASE(m_device, 0);
  1571. DX_RELEASE(m_factory, 0);
  1572. unloadRenderDoc(m_renderdocdll);
  1573. #if USE_D3D11_DYNAMIC_LIB
  1574. if (NULL != m_dxgidebugdll)
  1575. {
  1576. bx::dlclose(m_dxgidebugdll);
  1577. m_dxgidebugdll = NULL;
  1578. }
  1579. if (NULL != m_d3d9dll)
  1580. {
  1581. bx::dlclose(m_d3d9dll);
  1582. m_d3d9dll = NULL;
  1583. }
  1584. bx::dlclose(m_dxgidll);
  1585. m_dxgidll = NULL;
  1586. bx::dlclose(m_d3d11dll);
  1587. m_d3d11dll = NULL;
  1588. #endif // USE_D3D11_DYNAMIC_LIB
  1589. }
  1590. RendererType::Enum getRendererType() const BX_OVERRIDE
  1591. {
  1592. return RendererType::Direct3D11;
  1593. }
  1594. const char* getRendererName() const BX_OVERRIDE
  1595. {
  1596. return BGFX_RENDERER_DIRECT3D11_NAME;
  1597. }
  1598. void createIndexBuffer(IndexBufferHandle _handle, Memory* _mem, uint16_t _flags) BX_OVERRIDE
  1599. {
  1600. m_indexBuffers[_handle.idx].create(_mem->size, _mem->data, _flags);
  1601. }
  1602. void destroyIndexBuffer(IndexBufferHandle _handle) BX_OVERRIDE
  1603. {
  1604. m_indexBuffers[_handle.idx].destroy();
  1605. }
  1606. void createVertexDecl(VertexDeclHandle _handle, const VertexDecl& _decl) BX_OVERRIDE
  1607. {
  1608. VertexDecl& decl = m_vertexDecls[_handle.idx];
  1609. bx::memCopy(&decl, &_decl, sizeof(VertexDecl) );
  1610. dump(decl);
  1611. }
  1612. void destroyVertexDecl(VertexDeclHandle /*_handle*/) BX_OVERRIDE
  1613. {
  1614. }
  1615. void createVertexBuffer(VertexBufferHandle _handle, Memory* _mem, VertexDeclHandle _declHandle, uint16_t _flags) BX_OVERRIDE
  1616. {
  1617. m_vertexBuffers[_handle.idx].create(_mem->size, _mem->data, _declHandle, _flags);
  1618. }
  1619. void destroyVertexBuffer(VertexBufferHandle _handle) BX_OVERRIDE
  1620. {
  1621. m_vertexBuffers[_handle.idx].destroy();
  1622. }
  1623. void createDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _size, uint16_t _flags) BX_OVERRIDE
  1624. {
  1625. m_indexBuffers[_handle.idx].create(_size, NULL, _flags);
  1626. }
  1627. void updateDynamicIndexBuffer(IndexBufferHandle _handle, uint32_t _offset, uint32_t _size, Memory* _mem) BX_OVERRIDE
  1628. {
  1629. m_indexBuffers[_handle.idx].update(_offset, bx::uint32_min(_size, _mem->size), _mem->data);
  1630. }
  1631. void destroyDynamicIndexBuffer(IndexBufferHandle _handle) BX_OVERRIDE
  1632. {
  1633. m_indexBuffers[_handle.idx].destroy();
  1634. }
  1635. void createDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _size, uint16_t _flags) BX_OVERRIDE
  1636. {
  1637. VertexDeclHandle decl = BGFX_INVALID_HANDLE;
  1638. m_vertexBuffers[_handle.idx].create(_size, NULL, decl, _flags);
  1639. }
  1640. void updateDynamicVertexBuffer(VertexBufferHandle _handle, uint32_t _offset, uint32_t _size, Memory* _mem) BX_OVERRIDE
  1641. {
  1642. m_vertexBuffers[_handle.idx].update(_offset, bx::uint32_min(_size, _mem->size), _mem->data);
  1643. }
  1644. void destroyDynamicVertexBuffer(VertexBufferHandle _handle) BX_OVERRIDE
  1645. {
  1646. m_vertexBuffers[_handle.idx].destroy();
  1647. }
  1648. void createShader(ShaderHandle _handle, Memory* _mem) BX_OVERRIDE
  1649. {
  1650. m_shaders[_handle.idx].create(_mem);
  1651. }
  1652. void destroyShader(ShaderHandle _handle) BX_OVERRIDE
  1653. {
  1654. m_shaders[_handle.idx].destroy();
  1655. }
  1656. void createProgram(ProgramHandle _handle, ShaderHandle _vsh, ShaderHandle _fsh) BX_OVERRIDE
  1657. {
  1658. m_program[_handle.idx].create(&m_shaders[_vsh.idx], isValid(_fsh) ? &m_shaders[_fsh.idx] : NULL);
  1659. }
  1660. void destroyProgram(ProgramHandle _handle) BX_OVERRIDE
  1661. {
  1662. m_program[_handle.idx].destroy();
  1663. }
  1664. void createTexture(TextureHandle _handle, Memory* _mem, uint32_t _flags, uint8_t _skip) BX_OVERRIDE
  1665. {
  1666. m_textures[_handle.idx].create(_mem, _flags, _skip);
  1667. }
  1668. void updateTextureBegin(TextureHandle /*_handle*/, uint8_t /*_side*/, uint8_t /*_mip*/) BX_OVERRIDE
  1669. {
  1670. }
  1671. void updateTexture(TextureHandle _handle, uint8_t _side, uint8_t _mip, const Rect& _rect, uint16_t _z, uint16_t _depth, uint16_t _pitch, const Memory* _mem) BX_OVERRIDE
  1672. {
  1673. m_textures[_handle.idx].update(_side, _mip, _rect, _z, _depth, _pitch, _mem);
  1674. }
  1675. void updateTextureEnd() BX_OVERRIDE
  1676. {
  1677. }
  1678. void readTexture(TextureHandle _handle, void* _data, uint8_t _mip) BX_OVERRIDE
  1679. {
  1680. const TextureD3D11& texture = m_textures[_handle.idx];
  1681. D3D11_MAPPED_SUBRESOURCE mapped;
  1682. DX_CHECK(m_deviceCtx->Map(texture.m_ptr, _mip, D3D11_MAP_READ, 0, &mapped) );
  1683. uint32_t srcWidth = bx::uint32_max(1, texture.m_width >>_mip);
  1684. uint32_t srcHeight = bx::uint32_max(1, texture.m_height>>_mip);
  1685. uint8_t* src = (uint8_t*)mapped.pData;
  1686. uint32_t srcPitch = mapped.RowPitch;
  1687. const uint8_t bpp = bimg::getBitsPerPixel(bimg::TextureFormat::Enum(texture.m_textureFormat) );
  1688. uint8_t* dst = (uint8_t*)_data;
  1689. uint32_t dstPitch = srcWidth*bpp/8;
  1690. uint32_t pitch = bx::uint32_min(srcPitch, dstPitch);
  1691. for (uint32_t yy = 0, height = srcHeight; yy < height; ++yy)
  1692. {
  1693. bx::memCopy(dst, src, pitch);
  1694. src += srcPitch;
  1695. dst += dstPitch;
  1696. }
  1697. m_deviceCtx->Unmap(texture.m_ptr, _mip);
  1698. }
  1699. void resizeTexture(TextureHandle _handle, uint16_t _width, uint16_t _height, uint8_t _numMips) BX_OVERRIDE
  1700. {
  1701. TextureD3D11& texture = m_textures[_handle.idx];
  1702. uint32_t size = sizeof(uint32_t) + sizeof(TextureCreate);
  1703. const Memory* mem = alloc(size);
  1704. bx::StaticMemoryBlockWriter writer(mem->data, mem->size);
  1705. uint32_t magic = BGFX_CHUNK_MAGIC_TEX;
  1706. bx::write(&writer, magic);
  1707. TextureCreate tc;
  1708. tc.m_width = _width;
  1709. tc.m_height = _height;
  1710. tc.m_depth = 0;
  1711. tc.m_numLayers = 1;
  1712. tc.m_numMips = _numMips;
  1713. tc.m_format = TextureFormat::Enum(texture.m_requestedFormat);
  1714. tc.m_cubeMap = false;
  1715. tc.m_mem = NULL;
  1716. bx::write(&writer, tc);
  1717. texture.destroy();
  1718. texture.create(mem, texture.m_flags, 0);
  1719. release(mem);
  1720. }
  1721. void overrideInternal(TextureHandle _handle, uintptr_t _ptr) BX_OVERRIDE
  1722. {
  1723. // Resource ref. counts might be messed up outside of bgfx.
  1724. // Disabling ref. count check once texture is overridden.
  1725. setGraphicsDebuggerPresent(true);
  1726. m_textures[_handle.idx].overrideInternal(_ptr);
  1727. }
  1728. uintptr_t getInternal(TextureHandle _handle) BX_OVERRIDE
  1729. {
  1730. // Resource ref. counts might be messed up outside of bgfx.
  1731. // Disabling ref. count check once texture is overridden.
  1732. setGraphicsDebuggerPresent(true);
  1733. return uintptr_t(m_textures[_handle.idx].m_ptr);
  1734. }
  1735. void destroyTexture(TextureHandle _handle) BX_OVERRIDE
  1736. {
  1737. m_textures[_handle.idx].destroy();
  1738. }
  1739. void createFrameBuffer(FrameBufferHandle _handle, uint8_t _num, const Attachment* _attachment) BX_OVERRIDE
  1740. {
  1741. m_frameBuffers[_handle.idx].create(_num, _attachment);
  1742. }
  1743. void createFrameBuffer(FrameBufferHandle _handle, void* _nwh, uint32_t _width, uint32_t _height, TextureFormat::Enum _depthFormat) BX_OVERRIDE
  1744. {
  1745. uint16_t denseIdx = m_numWindows++;
  1746. m_windows[denseIdx] = _handle;
  1747. m_frameBuffers[_handle.idx].create(denseIdx, _nwh, _width, _height, _depthFormat);
  1748. }
  1749. void destroyFrameBuffer(FrameBufferHandle _handle) BX_OVERRIDE
  1750. {
  1751. uint16_t denseIdx = m_frameBuffers[_handle.idx].destroy();
  1752. if (UINT16_MAX != denseIdx)
  1753. {
  1754. --m_numWindows;
  1755. if (m_numWindows > 1)
  1756. {
  1757. FrameBufferHandle handle = m_windows[m_numWindows];
  1758. m_windows[denseIdx] = handle;
  1759. m_frameBuffers[handle.idx].m_denseIdx = denseIdx;
  1760. }
  1761. }
  1762. }
  1763. void createUniform(UniformHandle _handle, UniformType::Enum _type, uint16_t _num, const char* _name) BX_OVERRIDE
  1764. {
  1765. if (NULL != m_uniforms[_handle.idx])
  1766. {
  1767. BX_FREE(g_allocator, m_uniforms[_handle.idx]);
  1768. }
  1769. uint32_t size = BX_ALIGN_16(g_uniformTypeSize[_type]*_num);
  1770. void* data = BX_ALLOC(g_allocator, size);
  1771. bx::memSet(data, 0, size);
  1772. m_uniforms[_handle.idx] = data;
  1773. m_uniformReg.add(_handle, _name, data);
  1774. }
  1775. void destroyUniform(UniformHandle _handle) BX_OVERRIDE
  1776. {
  1777. BX_FREE(g_allocator, m_uniforms[_handle.idx]);
  1778. m_uniforms[_handle.idx] = NULL;
  1779. m_uniformReg.remove(_handle);
  1780. }
  1781. void requestScreenShot(FrameBufferHandle _handle, const char* _filePath) BX_OVERRIDE
  1782. {
  1783. IDXGISwapChain* swapChain = isValid(_handle)
  1784. ? m_frameBuffers[_handle.idx].m_swapChain
  1785. : m_swapChain
  1786. ;
  1787. if (NULL == swapChain)
  1788. {
  1789. BX_TRACE("Unable to capture screenshot %s.", _filePath);
  1790. return;
  1791. }
  1792. ID3D11Texture2D* backBuffer;
  1793. DX_CHECK(swapChain->GetBuffer(0, IID_ID3D11Texture2D, (void**)&backBuffer) );
  1794. D3D11_TEXTURE2D_DESC backBufferDesc;
  1795. backBuffer->GetDesc(&backBufferDesc);
  1796. D3D11_TEXTURE2D_DESC desc;
  1797. bx::memCopy(&desc, &backBufferDesc, sizeof(desc) );
  1798. desc.SampleDesc.Count = 1;
  1799. desc.SampleDesc.Quality = 0;
  1800. desc.Usage = D3D11_USAGE_STAGING;
  1801. desc.BindFlags = 0;
  1802. desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
  1803. ID3D11Texture2D* texture;
  1804. HRESULT hr = m_device->CreateTexture2D(&desc, NULL, &texture);
  1805. if (SUCCEEDED(hr) )
  1806. {
  1807. if (backBufferDesc.SampleDesc.Count == 1)
  1808. {
  1809. m_deviceCtx->CopyResource(texture, backBuffer);
  1810. }
  1811. else
  1812. {
  1813. desc.Usage = D3D11_USAGE_DEFAULT;
  1814. desc.CPUAccessFlags = 0;
  1815. ID3D11Texture2D* resolve;
  1816. hr = m_device->CreateTexture2D(&desc, NULL, &resolve);
  1817. if (SUCCEEDED(hr) )
  1818. {
  1819. m_deviceCtx->ResolveSubresource(resolve, 0, backBuffer, 0, desc.Format);
  1820. m_deviceCtx->CopyResource(texture, resolve);
  1821. DX_RELEASE(resolve, 0);
  1822. }
  1823. }
  1824. D3D11_MAPPED_SUBRESOURCE mapped;
  1825. DX_CHECK(m_deviceCtx->Map(texture, 0, D3D11_MAP_READ, 0, &mapped) );
  1826. bimg::imageSwizzleBgra8(
  1827. mapped.pData
  1828. , backBufferDesc.Width
  1829. , backBufferDesc.Height
  1830. , mapped.RowPitch
  1831. , mapped.pData
  1832. );
  1833. g_callback->screenShot(_filePath
  1834. , backBufferDesc.Width
  1835. , backBufferDesc.Height
  1836. , mapped.RowPitch
  1837. , mapped.pData
  1838. , backBufferDesc.Height*mapped.RowPitch
  1839. , false
  1840. );
  1841. m_deviceCtx->Unmap(texture, 0);
  1842. DX_RELEASE(texture, 0);
  1843. }
  1844. DX_RELEASE(backBuffer, 0);
  1845. }
  1846. void updateViewName(uint8_t _id, const char* _name) BX_OVERRIDE
  1847. {
  1848. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  1849. {
  1850. mbstowcs(&s_viewNameW[_id][BGFX_CONFIG_MAX_VIEW_NAME_RESERVED]
  1851. , _name
  1852. , BX_COUNTOF(s_viewNameW[0])-BGFX_CONFIG_MAX_VIEW_NAME_RESERVED
  1853. );
  1854. }
  1855. bx::strCopy(&s_viewName[_id][BGFX_CONFIG_MAX_VIEW_NAME_RESERVED]
  1856. , BX_COUNTOF(s_viewName[0]) - BGFX_CONFIG_MAX_VIEW_NAME_RESERVED
  1857. , _name
  1858. );
  1859. }
  1860. void updateUniform(uint16_t _loc, const void* _data, uint32_t _size) BX_OVERRIDE
  1861. {
  1862. bx::memCopy(m_uniforms[_loc], _data, _size);
  1863. }
  1864. void setMarker(const char* _marker, uint32_t _size) BX_OVERRIDE
  1865. {
  1866. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  1867. {
  1868. uint32_t size = _size*sizeof(wchar_t);
  1869. wchar_t* name = (wchar_t*)alloca(size);
  1870. mbstowcs(name, _marker, size-2);
  1871. PIX_SETMARKER(D3DCOLOR_MARKER, name);
  1872. }
  1873. }
  1874. void invalidateOcclusionQuery(OcclusionQueryHandle _handle) BX_OVERRIDE
  1875. {
  1876. m_occlusionQuery.invalidate(_handle);
  1877. }
  1878. void submitBlit(BlitState& _bs, uint16_t _view);
  1879. void submit(Frame* _render, ClearQuad& _clearQuad, TextVideoMemBlitter& _textVideoMemBlitter) BX_OVERRIDE;
  1880. void blitSetup(TextVideoMemBlitter& _blitter) BX_OVERRIDE
  1881. {
  1882. ID3D11DeviceContext* deviceCtx = m_deviceCtx;
  1883. uint32_t width = getBufferWidth();
  1884. uint32_t height = getBufferHeight();
  1885. FrameBufferHandle fbh = BGFX_INVALID_HANDLE;
  1886. setFrameBuffer(fbh, false, false);
  1887. D3D11_VIEWPORT vp;
  1888. vp.TopLeftX = 0;
  1889. vp.TopLeftY = 0;
  1890. vp.Width = (float)width;
  1891. vp.Height = (float)height;
  1892. vp.MinDepth = 0.0f;
  1893. vp.MaxDepth = 1.0f;
  1894. deviceCtx->RSSetViewports(1, &vp);
  1895. uint64_t state = BGFX_STATE_RGB_WRITE
  1896. | BGFX_STATE_ALPHA_WRITE
  1897. | BGFX_STATE_DEPTH_TEST_ALWAYS
  1898. ;
  1899. setBlendState(state);
  1900. setDepthStencilState(state);
  1901. setRasterizerState(state);
  1902. ProgramD3D11& program = m_program[_blitter.m_program.idx];
  1903. m_currentProgram = &program;
  1904. deviceCtx->VSSetShader(program.m_vsh->m_vertexShader, NULL, 0);
  1905. deviceCtx->VSSetConstantBuffers(0, 1, &program.m_vsh->m_buffer);
  1906. deviceCtx->PSSetShader(program.m_fsh->m_pixelShader, NULL, 0);
  1907. deviceCtx->PSSetConstantBuffers(0, 1, &program.m_fsh->m_buffer);
  1908. VertexBufferD3D11& vb = m_vertexBuffers[_blitter.m_vb->handle.idx];
  1909. VertexDecl& vertexDecl = m_vertexDecls[_blitter.m_vb->decl.idx];
  1910. uint32_t stride = vertexDecl.m_stride;
  1911. uint32_t offset = 0;
  1912. deviceCtx->IASetVertexBuffers(0, 1, &vb.m_ptr, &stride, &offset);
  1913. setInputLayout(vertexDecl, program, 0);
  1914. IndexBufferD3D11& ib = m_indexBuffers[_blitter.m_ib->handle.idx];
  1915. deviceCtx->IASetIndexBuffer(ib.m_ptr, DXGI_FORMAT_R16_UINT, 0);
  1916. float proj[16];
  1917. bx::mtxOrtho(proj, 0.0f, (float)width, (float)height, 0.0f, 0.0f, 1000.0f);
  1918. PredefinedUniform& predefined = program.m_predefined[0];
  1919. uint8_t flags = predefined.m_type;
  1920. setShaderUniform(flags, predefined.m_loc, proj, 4);
  1921. commitShaderConstants();
  1922. m_textures[_blitter.m_texture.idx].commit(0, BGFX_TEXTURE_INTERNAL_DEFAULT_SAMPLER, NULL);
  1923. commitTextureStage();
  1924. }
  1925. void blitRender(TextVideoMemBlitter& _blitter, uint32_t _numIndices) BX_OVERRIDE
  1926. {
  1927. const uint32_t numVertices = _numIndices*4/6;
  1928. if (0 < numVertices)
  1929. {
  1930. ID3D11DeviceContext* deviceCtx = m_deviceCtx;
  1931. m_indexBuffers [_blitter.m_ib->handle.idx].update(0, _numIndices*2, _blitter.m_ib->data, true);
  1932. m_vertexBuffers[_blitter.m_vb->handle.idx].update(0, numVertices*_blitter.m_decl.m_stride, _blitter.m_vb->data, true);
  1933. deviceCtx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
  1934. deviceCtx->DrawIndexed(_numIndices, 0, 0);
  1935. }
  1936. }
  1937. void preReset()
  1938. {
  1939. m_needPresent = false;
  1940. ovrPreReset();
  1941. if (m_timerQuerySupport)
  1942. {
  1943. m_gpuTimer.preReset();
  1944. }
  1945. m_occlusionQuery.preReset();
  1946. if (NULL == g_platformData.backBufferDS)
  1947. {
  1948. DX_RELEASE(m_backBufferDepthStencil, 0);
  1949. }
  1950. if (NULL != m_swapChain)
  1951. {
  1952. DX_RELEASE(m_backBufferColor, 0);
  1953. }
  1954. for (uint32_t ii = 0; ii < BX_COUNTOF(m_frameBuffers); ++ii)
  1955. {
  1956. m_frameBuffers[ii].preReset();
  1957. }
  1958. // invalidateCache();
  1959. capturePreReset();
  1960. }
  1961. void postReset()
  1962. {
  1963. if (NULL != m_swapChain)
  1964. {
  1965. ID3D11Texture2D* color;
  1966. DX_CHECK(m_swapChain->GetBuffer(0, IID_ID3D11Texture2D, (void**)&color) );
  1967. D3D11_RENDER_TARGET_VIEW_DESC desc;
  1968. desc.ViewDimension = (m_resolution.m_flags & BGFX_RESET_MSAA_MASK)
  1969. ? D3D11_RTV_DIMENSION_TEXTURE2DMS
  1970. : D3D11_RTV_DIMENSION_TEXTURE2D
  1971. ;
  1972. desc.Texture2D.MipSlice = 0;
  1973. desc.Format = (m_resolution.m_flags & BGFX_RESET_SRGB_BACKBUFFER)
  1974. ? DXGI_FORMAT_R8G8B8A8_UNORM_SRGB
  1975. : DXGI_FORMAT_R8G8B8A8_UNORM
  1976. ;
  1977. DX_CHECK(m_device->CreateRenderTargetView(color, &desc, &m_backBufferColor) );
  1978. DX_RELEASE(color, 0);
  1979. }
  1980. if (m_timerQuerySupport)
  1981. {
  1982. m_gpuTimer.postReset();
  1983. }
  1984. m_occlusionQuery.postReset();
  1985. ovrPostReset();
  1986. // If OVR doesn't create separate depth stencil view, create default one.
  1987. if (!m_ovr.isEnabled() && NULL == m_backBufferDepthStencil)
  1988. {
  1989. D3D11_TEXTURE2D_DESC dsd;
  1990. dsd.Width = getBufferWidth();
  1991. dsd.Height = getBufferHeight();
  1992. dsd.MipLevels = 1;
  1993. dsd.ArraySize = 1;
  1994. dsd.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
  1995. dsd.SampleDesc = m_scd.SampleDesc;
  1996. dsd.Usage = D3D11_USAGE_DEFAULT;
  1997. dsd.BindFlags = D3D11_BIND_DEPTH_STENCIL;
  1998. dsd.CPUAccessFlags = 0;
  1999. dsd.MiscFlags = 0;
  2000. ID3D11Texture2D* depthStencil;
  2001. DX_CHECK(m_device->CreateTexture2D(&dsd, NULL, &depthStencil) );
  2002. DX_CHECK(m_device->CreateDepthStencilView(depthStencil, NULL, &m_backBufferDepthStencil) );
  2003. DX_RELEASE(depthStencil, 0);
  2004. }
  2005. if (m_ovr.isEnabled() )
  2006. {
  2007. m_ovr.makeRenderTargetActive();
  2008. }
  2009. else
  2010. {
  2011. m_deviceCtx->OMSetRenderTargets(1, &m_backBufferColor, m_backBufferDepthStencil);
  2012. }
  2013. m_currentColor = m_backBufferColor;
  2014. m_currentDepthStencil = m_backBufferDepthStencil;
  2015. for (uint32_t ii = 0; ii < BX_COUNTOF(m_frameBuffers); ++ii)
  2016. {
  2017. m_frameBuffers[ii].postReset();
  2018. }
  2019. capturePostReset();
  2020. }
  2021. bool isDeviceRemoved() BX_OVERRIDE
  2022. {
  2023. return m_lost;
  2024. }
  2025. void flip(HMD& _hmd) BX_OVERRIDE
  2026. {
  2027. if (NULL != m_swapChain
  2028. && !m_lost)
  2029. {
  2030. HRESULT hr = S_OK;
  2031. uint32_t syncInterval = BX_ENABLED(!BX_PLATFORM_WINDOWS)
  2032. ? 1 // sync interval of 0 is not supported on WinRT
  2033. : !!(m_resolution.m_flags & BGFX_RESET_VSYNC)
  2034. ;
  2035. for (uint32_t ii = 1, num = m_numWindows; ii < num && SUCCEEDED(hr); ++ii)
  2036. {
  2037. hr = m_frameBuffers[m_windows[ii].idx].present(syncInterval);
  2038. }
  2039. if (SUCCEEDED(hr) )
  2040. {
  2041. if (m_needPresent)
  2042. {
  2043. m_ovr.flip();
  2044. m_ovr.swap(_hmd);
  2045. if (!m_ovr.isEnabled() )
  2046. {
  2047. hr = m_swapChain->Present(syncInterval, 0);
  2048. }
  2049. m_needPresent = false;
  2050. }
  2051. else
  2052. {
  2053. m_deviceCtx->Flush();
  2054. }
  2055. }
  2056. m_lost = isLost(hr);
  2057. BGFX_FATAL(!m_lost
  2058. , bgfx::Fatal::DeviceLost
  2059. , "Device is lost. FAILED 0x%08x %s (%s)"
  2060. , hr
  2061. , getLostReason(hr)
  2062. , DXGI_ERROR_DEVICE_REMOVED == hr ? getLostReason(m_device->GetDeviceRemovedReason() ) : "no info"
  2063. );
  2064. }
  2065. }
  2066. void invalidateCache()
  2067. {
  2068. m_inputLayoutCache.invalidate();
  2069. m_blendStateCache.invalidate();
  2070. m_depthStencilStateCache.invalidate();
  2071. m_rasterizerStateCache.invalidate();
  2072. m_samplerStateCache.invalidate();
  2073. m_srvUavLru.invalidate();
  2074. }
  2075. void invalidateCompute()
  2076. {
  2077. m_deviceCtx->CSSetShader(NULL, NULL, 0);
  2078. ID3D11UnorderedAccessView* uav[BGFX_MAX_COMPUTE_BINDINGS] = {};
  2079. m_deviceCtx->CSSetUnorderedAccessViews(0, BX_COUNTOF(uav), uav, NULL);
  2080. ID3D11ShaderResourceView* srv[BGFX_MAX_COMPUTE_BINDINGS] = {};
  2081. m_deviceCtx->CSSetShaderResources(0, BX_COUNTOF(srv), srv);
  2082. ID3D11SamplerState* samplers[BGFX_MAX_COMPUTE_BINDINGS] = {};
  2083. m_deviceCtx->CSSetSamplers(0, BX_COUNTOF(samplers), samplers);
  2084. }
  2085. void updateMsaa()
  2086. {
  2087. for (uint32_t ii = 1, last = 0; ii < BX_COUNTOF(s_msaa); ++ii)
  2088. {
  2089. uint32_t msaa = s_checkMsaa[ii];
  2090. uint32_t quality = 0;
  2091. HRESULT hr = m_device->CheckMultisampleQualityLevels(getBufferFormat(), msaa, &quality);
  2092. if (SUCCEEDED(hr)
  2093. && 0 < quality)
  2094. {
  2095. s_msaa[ii].Count = msaa;
  2096. s_msaa[ii].Quality = quality - 1;
  2097. last = ii;
  2098. }
  2099. else
  2100. {
  2101. s_msaa[ii] = s_msaa[last];
  2102. }
  2103. }
  2104. }
  2105. bool updateResolution(const Resolution& _resolution)
  2106. {
  2107. const bool suspended = !!( _resolution.m_flags & BGFX_RESET_SUSPEND);
  2108. const bool wasSuspended = !!(m_resolution.m_flags & BGFX_RESET_SUSPEND);
  2109. if (suspended && wasSuspended)
  2110. {
  2111. return true;
  2112. }
  2113. else if (suspended)
  2114. {
  2115. m_deviceCtx->Flush();
  2116. m_deviceCtx->ClearState();
  2117. trim(m_device);
  2118. suspend(m_device);
  2119. m_resolution.m_flags |= BGFX_RESET_SUSPEND;
  2120. return true;
  2121. }
  2122. else if (wasSuspended)
  2123. {
  2124. resume(m_device);
  2125. m_resolution.m_flags &= ~BGFX_RESET_SUSPEND;
  2126. }
  2127. bool recenter = !!(_resolution.m_flags & BGFX_RESET_HMD_RECENTER);
  2128. uint32_t maxAnisotropy = 1;
  2129. if (!!(_resolution.m_flags & BGFX_RESET_MAXANISOTROPY) )
  2130. {
  2131. maxAnisotropy = (m_featureLevel == D3D_FEATURE_LEVEL_9_1)
  2132. ? D3D_FL9_1_DEFAULT_MAX_ANISOTROPY
  2133. : D3D11_REQ_MAXANISOTROPY
  2134. ;
  2135. }
  2136. if (m_maxAnisotropy != maxAnisotropy)
  2137. {
  2138. m_maxAnisotropy = maxAnisotropy;
  2139. m_samplerStateCache.invalidate();
  2140. }
  2141. bool depthClamp = true
  2142. && !!(_resolution.m_flags & BGFX_RESET_DEPTH_CLAMP)
  2143. && m_featureLevel > D3D_FEATURE_LEVEL_9_3 // disabling depth clamp is only supported on 10_0+
  2144. ;
  2145. if (m_depthClamp != depthClamp)
  2146. {
  2147. m_depthClamp = depthClamp;
  2148. m_rasterizerStateCache.invalidate();
  2149. }
  2150. const uint32_t maskFlags = ~(0
  2151. | BGFX_RESET_HMD_RECENTER
  2152. | BGFX_RESET_MAXANISOTROPY
  2153. | BGFX_RESET_DEPTH_CLAMP
  2154. | BGFX_RESET_SUSPEND
  2155. );
  2156. if (m_resolution.m_width != _resolution.m_width
  2157. || m_resolution.m_height != _resolution.m_height
  2158. || (m_resolution.m_flags&maskFlags) != (_resolution.m_flags&maskFlags) )
  2159. {
  2160. uint32_t flags = _resolution.m_flags & (~BGFX_RESET_INTERNAL_FORCE);
  2161. bool resize = true
  2162. && !BX_ENABLED(BX_PLATFORM_XBOXONE || BX_PLATFORM_WINRT) // can't use ResizeBuffers on Windows Phone
  2163. && (m_resolution.m_flags&BGFX_RESET_MSAA_MASK) == (flags&BGFX_RESET_MSAA_MASK)
  2164. ;
  2165. m_resolution = _resolution;
  2166. m_resolution.m_flags = flags;
  2167. m_textVideoMem.resize(false, _resolution.m_width, _resolution.m_height);
  2168. m_textVideoMem.clear();
  2169. setBufferSize(_resolution.m_width, _resolution.m_height);
  2170. preReset();
  2171. m_deviceCtx->Flush();
  2172. m_deviceCtx->ClearState();
  2173. if (NULL == m_swapChain)
  2174. {
  2175. // Updated backbuffer if it changed in PlatformData.
  2176. m_backBufferColor = (ID3D11RenderTargetView*)g_platformData.backBuffer;
  2177. m_backBufferDepthStencil = (ID3D11DepthStencilView*)g_platformData.backBufferDS;
  2178. }
  2179. else
  2180. {
  2181. if (resize)
  2182. {
  2183. m_deviceCtx->OMSetRenderTargets(1, s_zero.m_rtv, NULL);
  2184. DX_CHECK(m_swapChain->ResizeBuffers(2
  2185. , getBufferWidth()
  2186. , getBufferHeight()
  2187. , getBufferFormat()
  2188. , DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH
  2189. ) );
  2190. }
  2191. else
  2192. {
  2193. updateMsaa();
  2194. m_scd.SampleDesc = s_msaa[(m_resolution.m_flags&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT];
  2195. DX_RELEASE(m_swapChain, 0);
  2196. SwapChainDesc* scd = &m_scd;
  2197. SwapChainDesc swapChainScd;
  2198. if (0 != (m_resolution.m_flags & BGFX_RESET_HMD)
  2199. && m_ovr.isInitialized() )
  2200. {
  2201. swapChainScd = m_scd;
  2202. swapChainScd.SampleDesc = s_msaa[0];
  2203. scd = &swapChainScd;
  2204. }
  2205. #if !BX_PLATFORM_WINDOWS
  2206. HRESULT hr = S_OK;
  2207. if (g_platformData.ndt == 0)
  2208. {
  2209. hr = m_factory->CreateSwapChainForCoreWindow(m_device
  2210. , (::IUnknown*)g_platformData.nwh
  2211. , scd
  2212. , NULL
  2213. , &m_swapChain
  2214. );
  2215. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to create Direct3D11 swap chain.");
  2216. }
  2217. else
  2218. {
  2219. BGFX_FATAL(g_platformData.ndt == reinterpret_cast<void*>(1), Fatal::UnableToInitialize, "Invalid native display type.");
  2220. hr = m_factory->CreateSwapChainForComposition(m_device
  2221. , &m_scd
  2222. , NULL
  2223. , &m_swapChain
  2224. );
  2225. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to create Direct3D11 swap chain.");
  2226. # if BX_PLATFORM_WINRT
  2227. IInspectable *nativeWindow = reinterpret_cast<IInspectable *>(g_platformData.nwh);
  2228. ISwapChainBackgroundPanelNative* panel = NULL;
  2229. hr = nativeWindow->QueryInterface(__uuidof(ISwapChainBackgroundPanelNative), (void **)&panel);
  2230. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to set swap chain on panel.");
  2231. if (NULL != panel)
  2232. {
  2233. hr = panel->SetSwapChain(m_swapChain);
  2234. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Unable to set swap chain on panel.");
  2235. panel->Release();
  2236. }
  2237. # endif // BX_PLATFORM_WINRT
  2238. }
  2239. #else
  2240. HRESULT hr;
  2241. hr = m_factory->CreateSwapChain(m_device
  2242. , scd
  2243. , &m_swapChain
  2244. );
  2245. #endif // !BX_PLATFORM_WINDOWS
  2246. BGFX_FATAL(SUCCEEDED(hr), bgfx::Fatal::UnableToInitialize, "Failed to create swap chain.");
  2247. }
  2248. }
  2249. postReset();
  2250. }
  2251. if (recenter)
  2252. {
  2253. m_ovr.recenter();
  2254. }
  2255. return false;
  2256. }
  2257. void setShaderUniform(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
  2258. {
  2259. if (_flags&BGFX_UNIFORM_FRAGMENTBIT)
  2260. {
  2261. bx::memCopy(&m_fsScratch[_regIndex], _val, _numRegs*16);
  2262. m_fsChanges += _numRegs;
  2263. }
  2264. else
  2265. {
  2266. bx::memCopy(&m_vsScratch[_regIndex], _val, _numRegs*16);
  2267. m_vsChanges += _numRegs;
  2268. }
  2269. }
  2270. void setShaderUniform4f(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
  2271. {
  2272. setShaderUniform(_flags, _regIndex, _val, _numRegs);
  2273. }
  2274. void setShaderUniform4x4f(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
  2275. {
  2276. setShaderUniform(_flags, _regIndex, _val, _numRegs);
  2277. }
  2278. void commitShaderConstants()
  2279. {
  2280. if (0 < m_vsChanges)
  2281. {
  2282. if (NULL != m_currentProgram->m_vsh->m_buffer)
  2283. {
  2284. m_deviceCtx->UpdateSubresource(m_currentProgram->m_vsh->m_buffer, 0, 0, m_vsScratch, 0, 0);
  2285. }
  2286. m_vsChanges = 0;
  2287. }
  2288. if (0 < m_fsChanges)
  2289. {
  2290. if (NULL != m_currentProgram->m_fsh->m_buffer)
  2291. {
  2292. m_deviceCtx->UpdateSubresource(m_currentProgram->m_fsh->m_buffer, 0, 0, m_fsScratch, 0, 0);
  2293. }
  2294. m_fsChanges = 0;
  2295. }
  2296. }
  2297. void setFrameBuffer(FrameBufferHandle _fbh, bool _msaa = true, bool _needPresent = true)
  2298. {
  2299. if (isValid(m_fbh)
  2300. && m_fbh.idx != _fbh.idx
  2301. && m_rtMsaa)
  2302. {
  2303. FrameBufferD3D11& frameBuffer = m_frameBuffers[m_fbh.idx];
  2304. frameBuffer.resolve();
  2305. }
  2306. if (!isValid(_fbh) )
  2307. {
  2308. if (m_ovr.isEnabled() )
  2309. {
  2310. m_ovr.makeRenderTargetActive();
  2311. }
  2312. else
  2313. {
  2314. m_currentColor = m_backBufferColor;
  2315. m_currentDepthStencil = m_backBufferDepthStencil;
  2316. }
  2317. m_deviceCtx->OMSetRenderTargets(1, &m_currentColor, m_currentDepthStencil);
  2318. m_needPresent |= _needPresent;
  2319. }
  2320. else
  2321. {
  2322. invalidateTextureStage();
  2323. FrameBufferD3D11& frameBuffer = m_frameBuffers[_fbh.idx];
  2324. frameBuffer.set();
  2325. }
  2326. m_fbh = _fbh;
  2327. m_rtMsaa = _msaa;
  2328. }
  2329. void clear(const Clear& _clear, const float _palette[][4])
  2330. {
  2331. if (isValid(m_fbh) )
  2332. {
  2333. FrameBufferD3D11& frameBuffer = m_frameBuffers[m_fbh.idx];
  2334. frameBuffer.clear(_clear, _palette);
  2335. }
  2336. else
  2337. {
  2338. if (NULL != m_currentColor
  2339. && BGFX_CLEAR_COLOR & _clear.m_flags)
  2340. {
  2341. if (BGFX_CLEAR_COLOR_USE_PALETTE & _clear.m_flags)
  2342. {
  2343. uint8_t index = _clear.m_index[0];
  2344. if (UINT8_MAX != index)
  2345. {
  2346. m_deviceCtx->ClearRenderTargetView(m_currentColor, _palette[index]);
  2347. }
  2348. }
  2349. else
  2350. {
  2351. float frgba[4] =
  2352. {
  2353. _clear.m_index[0]*1.0f/255.0f,
  2354. _clear.m_index[1]*1.0f/255.0f,
  2355. _clear.m_index[2]*1.0f/255.0f,
  2356. _clear.m_index[3]*1.0f/255.0f,
  2357. };
  2358. m_deviceCtx->ClearRenderTargetView(m_currentColor, frgba);
  2359. }
  2360. }
  2361. if (NULL != m_currentDepthStencil
  2362. && (BGFX_CLEAR_DEPTH|BGFX_CLEAR_STENCIL) & _clear.m_flags)
  2363. {
  2364. DWORD flags = 0;
  2365. flags |= (_clear.m_flags & BGFX_CLEAR_DEPTH) ? D3D11_CLEAR_DEPTH : 0;
  2366. flags |= (_clear.m_flags & BGFX_CLEAR_STENCIL) ? D3D11_CLEAR_STENCIL : 0;
  2367. m_deviceCtx->ClearDepthStencilView(m_currentDepthStencil, flags, _clear.m_depth, _clear.m_stencil);
  2368. }
  2369. }
  2370. }
  2371. void setInputLayout(uint8_t _numStreams, const VertexDecl** _vertexDecls, const ProgramD3D11& _program, uint16_t _numInstanceData)
  2372. {
  2373. bx::HashMurmur2A murmur;
  2374. murmur.begin();
  2375. murmur.add(_numInstanceData);
  2376. for (uint8_t stream = 0; stream < _numStreams; ++stream)
  2377. {
  2378. murmur.add(_vertexDecls[stream]->m_hash);
  2379. }
  2380. uint64_t layoutHash = (uint64_t(_program.m_vsh->m_hash)<<32) | murmur.end();
  2381. ID3D11InputLayout* layout = m_inputLayoutCache.find(layoutHash);
  2382. if (NULL == layout)
  2383. {
  2384. D3D11_INPUT_ELEMENT_DESC vertexElements[Attrib::Count+1+BGFX_CONFIG_MAX_INSTANCE_DATA_COUNT];
  2385. D3D11_INPUT_ELEMENT_DESC* elem = vertexElements;
  2386. uint16_t attrMask[Attrib::Count];
  2387. bx::memCopy(attrMask, _program.m_vsh->m_attrMask, sizeof(attrMask) );
  2388. for (uint8_t stream = 0; stream < _numStreams; ++stream)
  2389. {
  2390. VertexDecl decl;
  2391. bx::memCopy(&decl, _vertexDecls[stream], sizeof(VertexDecl) );
  2392. const bool last = stream == _numStreams-1;
  2393. for (uint32_t ii = 0; ii < Attrib::Count; ++ii)
  2394. {
  2395. uint16_t mask = attrMask[ii];
  2396. uint16_t attr = (decl.m_attributes[ii] & mask);
  2397. if (0 == attr
  2398. || UINT16_MAX == attr)
  2399. {
  2400. decl.m_attributes[ii] = last ? ~attr : UINT16_MAX;
  2401. }
  2402. else
  2403. {
  2404. attrMask[ii] = 0;
  2405. }
  2406. }
  2407. elem = fillVertexDecl(stream, elem, decl);
  2408. }
  2409. uint32_t num = uint32_t(elem-vertexElements);
  2410. const D3D11_INPUT_ELEMENT_DESC inst = { "TEXCOORD", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_INSTANCE_DATA, 1 };
  2411. for (uint32_t ii = 0; ii < _numInstanceData; ++ii)
  2412. {
  2413. uint32_t index = 7-ii; // TEXCOORD7 = i_data0, TEXCOORD6 = i_data1, etc.
  2414. uint32_t jj;
  2415. D3D11_INPUT_ELEMENT_DESC* curr = vertexElements;
  2416. for (jj = 0; jj < num; ++jj)
  2417. {
  2418. curr = &vertexElements[jj];
  2419. if (0 == bx::strCmp(curr->SemanticName, "TEXCOORD")
  2420. && curr->SemanticIndex == index)
  2421. {
  2422. break;
  2423. }
  2424. }
  2425. if (jj == num)
  2426. {
  2427. curr = elem;
  2428. ++elem;
  2429. }
  2430. bx::memCopy(curr, &inst, sizeof(D3D11_INPUT_ELEMENT_DESC) );
  2431. curr->InputSlot = _numStreams;
  2432. curr->SemanticIndex = index;
  2433. curr->AlignedByteOffset = ii*16;
  2434. }
  2435. num = uint32_t(elem-vertexElements);
  2436. DX_CHECK(m_device->CreateInputLayout(vertexElements
  2437. , num
  2438. , _program.m_vsh->m_code->data
  2439. , _program.m_vsh->m_code->size
  2440. , &layout
  2441. ) );
  2442. m_inputLayoutCache.add(layoutHash, layout);
  2443. }
  2444. m_deviceCtx->IASetInputLayout(layout);
  2445. }
  2446. void setInputLayout(const VertexDecl& _vertexDecl, const ProgramD3D11& _program, uint16_t _numInstanceData)
  2447. {
  2448. const VertexDecl* decls[1] = { &_vertexDecl };
  2449. setInputLayout(BX_COUNTOF(decls), decls, _program, _numInstanceData);
  2450. }
  2451. void setBlendState(uint64_t _state, uint32_t _rgba = 0)
  2452. {
  2453. _state &= BGFX_D3D11_BLEND_STATE_MASK;
  2454. bx::HashMurmur2A murmur;
  2455. murmur.begin();
  2456. murmur.add(_state);
  2457. murmur.add(!!(BGFX_STATE_BLEND_INDEPENDENT & _state)
  2458. ? _rgba
  2459. : -1
  2460. );
  2461. const uint32_t hash = murmur.end();
  2462. ID3D11BlendState* bs = m_blendStateCache.find(hash);
  2463. if (NULL == bs)
  2464. {
  2465. D3D11_BLEND_DESC desc;
  2466. desc.AlphaToCoverageEnable = !!(BGFX_STATE_BLEND_ALPHA_TO_COVERAGE & _state);
  2467. desc.IndependentBlendEnable = !!(BGFX_STATE_BLEND_INDEPENDENT & _state);
  2468. D3D11_RENDER_TARGET_BLEND_DESC* drt = &desc.RenderTarget[0];
  2469. drt->BlendEnable = !!(BGFX_STATE_BLEND_MASK & _state);
  2470. const uint32_t blend = uint32_t( (_state&BGFX_STATE_BLEND_MASK )>>BGFX_STATE_BLEND_SHIFT);
  2471. const uint32_t equation = uint32_t( (_state&BGFX_STATE_BLEND_EQUATION_MASK)>>BGFX_STATE_BLEND_EQUATION_SHIFT);
  2472. const uint32_t srcRGB = (blend ) & 0xf;
  2473. const uint32_t dstRGB = (blend >> 4) & 0xf;
  2474. const uint32_t srcA = (blend >> 8) & 0xf;
  2475. const uint32_t dstA = (blend >> 12) & 0xf;
  2476. const uint32_t equRGB = (equation ) & 0x7;
  2477. const uint32_t equA = (equation >> 3) & 0x7;
  2478. drt->SrcBlend = s_blendFactor[srcRGB][0];
  2479. drt->DestBlend = s_blendFactor[dstRGB][0];
  2480. drt->BlendOp = s_blendEquation[equRGB];
  2481. drt->SrcBlendAlpha = s_blendFactor[srcA][1];
  2482. drt->DestBlendAlpha = s_blendFactor[dstA][1];
  2483. drt->BlendOpAlpha = s_blendEquation[equA];
  2484. uint8_t writeMask = (_state&BGFX_STATE_ALPHA_WRITE)
  2485. ? D3D11_COLOR_WRITE_ENABLE_ALPHA
  2486. : 0
  2487. ;
  2488. writeMask |= (_state&BGFX_STATE_RGB_WRITE)
  2489. ? D3D11_COLOR_WRITE_ENABLE_RED
  2490. | D3D11_COLOR_WRITE_ENABLE_GREEN
  2491. | D3D11_COLOR_WRITE_ENABLE_BLUE
  2492. : 0
  2493. ;
  2494. drt->RenderTargetWriteMask = writeMask;
  2495. if (desc.IndependentBlendEnable)
  2496. {
  2497. for (uint32_t ii = 1, rgba = _rgba; ii < BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS; ++ii, rgba >>= 11)
  2498. {
  2499. drt = &desc.RenderTarget[ii];
  2500. drt->BlendEnable = 0 != (rgba & 0x7ff);
  2501. const uint32_t src = (rgba ) & 0xf;
  2502. const uint32_t dst = (rgba >> 4) & 0xf;
  2503. const uint32_t equ = (rgba >> 8) & 0x7;
  2504. drt->SrcBlend = s_blendFactor[src][0];
  2505. drt->DestBlend = s_blendFactor[dst][0];
  2506. drt->BlendOp = s_blendEquation[equ];
  2507. drt->SrcBlendAlpha = s_blendFactor[src][1];
  2508. drt->DestBlendAlpha = s_blendFactor[dst][1];
  2509. drt->BlendOpAlpha = s_blendEquation[equ];
  2510. drt->RenderTargetWriteMask = writeMask;
  2511. }
  2512. }
  2513. else
  2514. {
  2515. for (uint32_t ii = 1; ii < BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS; ++ii)
  2516. {
  2517. bx::memCopy(&desc.RenderTarget[ii], drt, sizeof(D3D11_RENDER_TARGET_BLEND_DESC) );
  2518. }
  2519. }
  2520. DX_CHECK(m_device->CreateBlendState(&desc, &bs) );
  2521. m_blendStateCache.add(hash, bs);
  2522. }
  2523. const uint64_t f0 = BGFX_STATE_BLEND_FACTOR;
  2524. const uint64_t f1 = BGFX_STATE_BLEND_INV_FACTOR;
  2525. const uint64_t f2 = BGFX_STATE_BLEND_FACTOR<<4;
  2526. const uint64_t f3 = BGFX_STATE_BLEND_INV_FACTOR<<4;
  2527. bool hasFactor = 0
  2528. || f0 == (_state & f0)
  2529. || f1 == (_state & f1)
  2530. || f2 == (_state & f2)
  2531. || f3 == (_state & f3)
  2532. ;
  2533. float blendFactor[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
  2534. if (hasFactor)
  2535. {
  2536. blendFactor[0] = ( (_rgba>>24) )/255.0f;
  2537. blendFactor[1] = ( (_rgba>>16)&0xff)/255.0f;
  2538. blendFactor[2] = ( (_rgba>> 8)&0xff)/255.0f;
  2539. blendFactor[3] = ( (_rgba )&0xff)/255.0f;
  2540. }
  2541. m_deviceCtx->OMSetBlendState(bs, blendFactor, 0xffffffff);
  2542. }
  2543. void setDepthStencilState(uint64_t _state, uint64_t _stencil = 0)
  2544. {
  2545. uint32_t func = (_state&BGFX_STATE_DEPTH_TEST_MASK)>>BGFX_STATE_DEPTH_TEST_SHIFT;
  2546. _state &= 0 == func ? 0 : BGFX_D3D11_DEPTH_STENCIL_MASK;
  2547. uint32_t fstencil = unpackStencil(0, _stencil);
  2548. uint32_t ref = (fstencil&BGFX_STENCIL_FUNC_REF_MASK)>>BGFX_STENCIL_FUNC_REF_SHIFT;
  2549. _stencil &= packStencil(~BGFX_STENCIL_FUNC_REF_MASK, BGFX_STENCIL_MASK);
  2550. bx::HashMurmur2A murmur;
  2551. murmur.begin();
  2552. murmur.add(_state);
  2553. murmur.add(_stencil);
  2554. uint32_t hash = murmur.end();
  2555. ID3D11DepthStencilState* dss = m_depthStencilStateCache.find(hash);
  2556. if (NULL == dss)
  2557. {
  2558. D3D11_DEPTH_STENCIL_DESC desc;
  2559. bx::memSet(&desc, 0, sizeof(desc) );
  2560. desc.DepthEnable = 0 != func;
  2561. desc.DepthWriteMask = !!(BGFX_STATE_DEPTH_WRITE & _state) ? D3D11_DEPTH_WRITE_MASK_ALL : D3D11_DEPTH_WRITE_MASK_ZERO;
  2562. desc.DepthFunc = s_cmpFunc[func];
  2563. uint32_t bstencil = unpackStencil(1, _stencil);
  2564. uint32_t frontAndBack = bstencil != BGFX_STENCIL_NONE && bstencil != fstencil;
  2565. bstencil = frontAndBack ? bstencil : fstencil;
  2566. desc.StencilEnable = 0 != _stencil;
  2567. desc.StencilReadMask = (fstencil&BGFX_STENCIL_FUNC_RMASK_MASK)>>BGFX_STENCIL_FUNC_RMASK_SHIFT;
  2568. desc.StencilWriteMask = 0xff;
  2569. desc.FrontFace.StencilFailOp = s_stencilOp[(fstencil&BGFX_STENCIL_OP_FAIL_S_MASK)>>BGFX_STENCIL_OP_FAIL_S_SHIFT];
  2570. desc.FrontFace.StencilDepthFailOp = s_stencilOp[(fstencil&BGFX_STENCIL_OP_FAIL_Z_MASK)>>BGFX_STENCIL_OP_FAIL_Z_SHIFT];
  2571. desc.FrontFace.StencilPassOp = s_stencilOp[(fstencil&BGFX_STENCIL_OP_PASS_Z_MASK)>>BGFX_STENCIL_OP_PASS_Z_SHIFT];
  2572. desc.FrontFace.StencilFunc = s_cmpFunc[(fstencil&BGFX_STENCIL_TEST_MASK)>>BGFX_STENCIL_TEST_SHIFT];
  2573. desc.BackFace.StencilFailOp = s_stencilOp[(bstencil&BGFX_STENCIL_OP_FAIL_S_MASK)>>BGFX_STENCIL_OP_FAIL_S_SHIFT];
  2574. desc.BackFace.StencilDepthFailOp = s_stencilOp[(bstencil&BGFX_STENCIL_OP_FAIL_Z_MASK)>>BGFX_STENCIL_OP_FAIL_Z_SHIFT];
  2575. desc.BackFace.StencilPassOp = s_stencilOp[(bstencil&BGFX_STENCIL_OP_PASS_Z_MASK)>>BGFX_STENCIL_OP_PASS_Z_SHIFT];
  2576. desc.BackFace.StencilFunc = s_cmpFunc[(bstencil&BGFX_STENCIL_TEST_MASK)>>BGFX_STENCIL_TEST_SHIFT];
  2577. DX_CHECK(m_device->CreateDepthStencilState(&desc, &dss) );
  2578. m_depthStencilStateCache.add(hash, dss);
  2579. }
  2580. m_deviceCtx->OMSetDepthStencilState(dss, ref);
  2581. }
  2582. void setDebugWireframe(bool _wireframe)
  2583. {
  2584. if (m_wireframe != _wireframe)
  2585. {
  2586. m_wireframe = _wireframe;
  2587. m_rasterizerStateCache.invalidate();
  2588. }
  2589. }
  2590. void setRasterizerState(uint64_t _state, bool _wireframe = false, bool _scissor = false)
  2591. {
  2592. _state &= 0
  2593. | BGFX_STATE_CULL_MASK
  2594. | BGFX_STATE_MSAA
  2595. | BGFX_STATE_LINEAA
  2596. | BGFX_STATE_CONSERVATIVE_RASTER
  2597. ;
  2598. _state |= _wireframe ? BGFX_STATE_PT_LINES : BGFX_STATE_NONE;
  2599. _state |= _scissor ? BGFX_STATE_RESERVED_MASK : 0;
  2600. _state &= ~(m_deviceInterfaceVersion >= 3 ? 0 : BGFX_STATE_CONSERVATIVE_RASTER);
  2601. ID3D11RasterizerState* rs = m_rasterizerStateCache.find(_state);
  2602. if (NULL == rs)
  2603. {
  2604. uint32_t cull = (_state&BGFX_STATE_CULL_MASK)>>BGFX_STATE_CULL_SHIFT;
  2605. #if BX_PLATFORM_WINDOWS
  2606. if (m_deviceInterfaceVersion >= 3)
  2607. {
  2608. D3D11_RASTERIZER_DESC2 desc;
  2609. desc.FillMode = _wireframe ? D3D11_FILL_WIREFRAME : D3D11_FILL_SOLID;
  2610. desc.CullMode = s_cullMode[cull];
  2611. desc.FrontCounterClockwise = false;
  2612. desc.DepthBias = 0;
  2613. desc.DepthBiasClamp = 0.0f;
  2614. desc.SlopeScaledDepthBias = 0.0f;
  2615. desc.DepthClipEnable = !m_depthClamp;
  2616. desc.ScissorEnable = _scissor;
  2617. desc.MultisampleEnable = !!(_state&BGFX_STATE_MSAA);
  2618. desc.AntialiasedLineEnable = !!(_state&BGFX_STATE_LINEAA);
  2619. desc.ForcedSampleCount = 0;
  2620. desc.ConservativeRaster = !!(_state&BGFX_STATE_CONSERVATIVE_RASTER)
  2621. ? D3D11_CONSERVATIVE_RASTERIZATION_MODE_ON
  2622. : D3D11_CONSERVATIVE_RASTERIZATION_MODE_OFF
  2623. ;
  2624. ID3D11Device3* device3 = reinterpret_cast<ID3D11Device3*>(m_device);
  2625. DX_CHECK(device3->CreateRasterizerState2(&desc, reinterpret_cast<ID3D11RasterizerState2**>(&rs) ) );
  2626. }
  2627. else
  2628. #endif // BX_PLATFORM_WINDOWS
  2629. {
  2630. D3D11_RASTERIZER_DESC desc;
  2631. desc.FillMode = _wireframe ? D3D11_FILL_WIREFRAME : D3D11_FILL_SOLID;
  2632. desc.CullMode = s_cullMode[cull];
  2633. desc.FrontCounterClockwise = false;
  2634. desc.DepthBias = 0;
  2635. desc.DepthBiasClamp = 0.0f;
  2636. desc.SlopeScaledDepthBias = 0.0f;
  2637. desc.DepthClipEnable = !m_depthClamp;
  2638. desc.ScissorEnable = _scissor;
  2639. desc.MultisampleEnable = !!(_state&BGFX_STATE_MSAA);
  2640. desc.AntialiasedLineEnable = !!(_state&BGFX_STATE_LINEAA);
  2641. DX_CHECK(m_device->CreateRasterizerState(&desc, &rs) );
  2642. }
  2643. m_rasterizerStateCache.add(_state, rs);
  2644. }
  2645. m_deviceCtx->RSSetState(rs);
  2646. }
  2647. ID3D11SamplerState* getSamplerState(uint32_t _flags, const float _rgba[4])
  2648. {
  2649. const uint32_t index = (_flags & BGFX_TEXTURE_BORDER_COLOR_MASK) >> BGFX_TEXTURE_BORDER_COLOR_SHIFT;
  2650. _flags &= BGFX_TEXTURE_SAMPLER_BITS_MASK;
  2651. // Force both min+max anisotropic, can't be set individually.
  2652. _flags |= 0 != (_flags & (BGFX_TEXTURE_MIN_ANISOTROPIC|BGFX_TEXTURE_MAG_ANISOTROPIC) )
  2653. ? BGFX_TEXTURE_MIN_ANISOTROPIC|BGFX_TEXTURE_MAG_ANISOTROPIC
  2654. : 0
  2655. ;
  2656. uint32_t hash;
  2657. ID3D11SamplerState* sampler;
  2658. if (!needBorderColor(_flags) )
  2659. {
  2660. bx::HashMurmur2A murmur;
  2661. murmur.begin();
  2662. murmur.add(_flags);
  2663. murmur.add(-1);
  2664. hash = murmur.end();
  2665. _rgba = s_zero.m_zerof;
  2666. sampler = m_samplerStateCache.find(hash);
  2667. }
  2668. else
  2669. {
  2670. bx::HashMurmur2A murmur;
  2671. murmur.begin();
  2672. murmur.add(_flags);
  2673. murmur.add(index);
  2674. hash = murmur.end();
  2675. _rgba = NULL == _rgba ? s_zero.m_zerof : _rgba;
  2676. sampler = m_samplerStateCache.find(hash);
  2677. if (NULL != sampler)
  2678. {
  2679. D3D11_SAMPLER_DESC sd;
  2680. sampler->GetDesc(&sd);
  2681. if (0 != bx::memCmp(_rgba, sd.BorderColor, 16) )
  2682. {
  2683. // Sampler will be released when updated sampler
  2684. // is added to cache.
  2685. sampler = NULL;
  2686. }
  2687. }
  2688. }
  2689. if (NULL == sampler)
  2690. {
  2691. const uint32_t cmpFunc = (_flags&BGFX_TEXTURE_COMPARE_MASK)>>BGFX_TEXTURE_COMPARE_SHIFT;
  2692. const uint8_t minFilter = s_textureFilter[0][(_flags&BGFX_TEXTURE_MIN_MASK)>>BGFX_TEXTURE_MIN_SHIFT];
  2693. const uint8_t magFilter = s_textureFilter[1][(_flags&BGFX_TEXTURE_MAG_MASK)>>BGFX_TEXTURE_MAG_SHIFT];
  2694. const uint8_t mipFilter = s_textureFilter[2][(_flags&BGFX_TEXTURE_MIP_MASK)>>BGFX_TEXTURE_MIP_SHIFT];
  2695. const uint8_t filter = 0 == cmpFunc ? 0 : D3D11_COMPARISON_FILTERING_BIT;
  2696. D3D11_SAMPLER_DESC sd;
  2697. sd.Filter = (D3D11_FILTER)(filter|minFilter|magFilter|mipFilter);
  2698. sd.AddressU = s_textureAddress[(_flags&BGFX_TEXTURE_U_MASK)>>BGFX_TEXTURE_U_SHIFT];
  2699. sd.AddressV = s_textureAddress[(_flags&BGFX_TEXTURE_V_MASK)>>BGFX_TEXTURE_V_SHIFT];
  2700. sd.AddressW = s_textureAddress[(_flags&BGFX_TEXTURE_W_MASK)>>BGFX_TEXTURE_W_SHIFT];
  2701. sd.MipLODBias = 0.0f;
  2702. sd.MaxAnisotropy = m_maxAnisotropy;
  2703. sd.ComparisonFunc = 0 == cmpFunc ? D3D11_COMPARISON_NEVER : s_cmpFunc[cmpFunc];
  2704. sd.BorderColor[0] = _rgba[0];
  2705. sd.BorderColor[1] = _rgba[1];
  2706. sd.BorderColor[2] = _rgba[2];
  2707. sd.BorderColor[3] = _rgba[3];
  2708. sd.MinLOD = 0;
  2709. sd.MaxLOD = D3D11_FLOAT32_MAX;
  2710. m_device->CreateSamplerState(&sd, &sampler);
  2711. DX_CHECK_REFCOUNT(sampler, 1);
  2712. m_samplerStateCache.add(hash, sampler);
  2713. }
  2714. return sampler;
  2715. }
  2716. bool isVisible(Frame* _render, OcclusionQueryHandle _handle, bool _visible)
  2717. {
  2718. m_occlusionQuery.resolve(_render);
  2719. return _visible == (0 != _render->m_occlusion[_handle.idx]);
  2720. }
  2721. DXGI_FORMAT getBufferFormat()
  2722. {
  2723. #if BX_PLATFORM_WINDOWS
  2724. return m_scd.BufferDesc.Format;
  2725. #else
  2726. return m_scd.Format;
  2727. #endif
  2728. }
  2729. uint32_t getBufferWidth()
  2730. {
  2731. #if BX_PLATFORM_WINDOWS
  2732. return m_scd.BufferDesc.Width;
  2733. #else
  2734. return m_scd.Width;
  2735. #endif
  2736. }
  2737. uint32_t getBufferHeight()
  2738. {
  2739. #if BX_PLATFORM_WINDOWS
  2740. return m_scd.BufferDesc.Height;
  2741. #else
  2742. return m_scd.Height;
  2743. #endif
  2744. }
  2745. void setBufferSize(uint32_t _width, uint32_t _height)
  2746. {
  2747. #if BX_PLATFORM_WINDOWS
  2748. m_scd.BufferDesc.Width = _width;
  2749. m_scd.BufferDesc.Height = _height;
  2750. #else
  2751. m_scd.Width = _width;
  2752. m_scd.Height = _height;
  2753. #endif
  2754. }
  2755. void commitTextureStage()
  2756. {
  2757. // vertex texture fetch not supported on 9_1 through 9_3
  2758. if (m_featureLevel > D3D_FEATURE_LEVEL_9_3)
  2759. {
  2760. m_deviceCtx->VSSetShaderResources(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, m_textureStage.m_srv);
  2761. m_deviceCtx->VSSetSamplers(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, m_textureStage.m_sampler);
  2762. }
  2763. m_deviceCtx->PSSetShaderResources(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, m_textureStage.m_srv);
  2764. m_deviceCtx->PSSetSamplers(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, m_textureStage.m_sampler);
  2765. }
  2766. void invalidateTextureStage()
  2767. {
  2768. m_textureStage.clear();
  2769. commitTextureStage();
  2770. }
  2771. ID3D11UnorderedAccessView* getCachedUav(TextureHandle _handle, uint8_t _mip)
  2772. {
  2773. bx::HashMurmur2A murmur;
  2774. murmur.begin();
  2775. murmur.add(_handle);
  2776. murmur.add(_mip);
  2777. murmur.add(0);
  2778. uint32_t hash = murmur.end();
  2779. IUnknown** ptr = m_srvUavLru.find(hash);
  2780. ID3D11UnorderedAccessView* uav;
  2781. if (NULL == ptr)
  2782. {
  2783. TextureD3D11& texture = m_textures[_handle.idx];
  2784. D3D11_UNORDERED_ACCESS_VIEW_DESC desc;
  2785. desc.Format = s_textureFormat[texture.m_textureFormat].m_fmtSrv;
  2786. switch (texture.m_type)
  2787. {
  2788. case TextureD3D11::Texture2D:
  2789. desc.ViewDimension = D3D11_UAV_DIMENSION_TEXTURE2D;
  2790. desc.Texture2D.MipSlice = _mip;
  2791. break;
  2792. case TextureD3D11::TextureCube:
  2793. desc.ViewDimension = D3D11_UAV_DIMENSION_TEXTURE2DARRAY;
  2794. desc.Texture2DArray.ArraySize = 6;
  2795. desc.Texture2DArray.FirstArraySlice = 0;
  2796. desc.Texture2DArray.MipSlice = _mip;
  2797. break;
  2798. case TextureD3D11::Texture3D:
  2799. desc.ViewDimension = D3D11_UAV_DIMENSION_TEXTURE3D;
  2800. desc.Texture3D.MipSlice = _mip;
  2801. desc.Texture3D.FirstWSlice = 0;
  2802. desc.Texture3D.WSize = UINT32_MAX;
  2803. break;
  2804. }
  2805. DX_CHECK(m_device->CreateUnorderedAccessView(texture.m_ptr, &desc, &uav) );
  2806. m_srvUavLru.add(hash, uav, _handle.idx);
  2807. }
  2808. else
  2809. {
  2810. uav = static_cast<ID3D11UnorderedAccessView*>(*ptr);
  2811. }
  2812. return uav;
  2813. }
  2814. ID3D11ShaderResourceView* getCachedSrv(TextureHandle _handle, uint8_t _mip)
  2815. {
  2816. bx::HashMurmur2A murmur;
  2817. murmur.begin();
  2818. murmur.add(_handle);
  2819. murmur.add(_mip);
  2820. murmur.add(0);
  2821. uint32_t hash = murmur.end();
  2822. IUnknown** ptr = m_srvUavLru.find(hash);
  2823. ID3D11ShaderResourceView* srv;
  2824. if (NULL == ptr)
  2825. {
  2826. const TextureD3D11& texture = m_textures[_handle.idx];
  2827. const uint32_t msaaQuality = bx::uint32_satsub( (texture.m_flags&BGFX_TEXTURE_RT_MSAA_MASK)>>BGFX_TEXTURE_RT_MSAA_SHIFT, 1);
  2828. const DXGI_SAMPLE_DESC& msaa = s_msaa[msaaQuality];
  2829. const bool msaaSample = 1 < msaa.Count && 0 != (texture.m_flags&BGFX_TEXTURE_MSAA_SAMPLE);
  2830. D3D11_SHADER_RESOURCE_VIEW_DESC desc;
  2831. desc.Format = s_textureFormat[texture.m_textureFormat].m_fmtSrv;
  2832. switch (texture.m_type)
  2833. {
  2834. case TextureD3D11::Texture2D:
  2835. desc.ViewDimension = msaaSample
  2836. ? D3D11_SRV_DIMENSION_TEXTURE2DMS
  2837. : D3D11_SRV_DIMENSION_TEXTURE2D
  2838. ;
  2839. desc.Texture2D.MostDetailedMip = _mip;
  2840. desc.Texture2D.MipLevels = 1;
  2841. break;
  2842. case TextureD3D11::TextureCube:
  2843. desc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBE;
  2844. desc.TextureCube.MostDetailedMip = _mip;
  2845. desc.TextureCube.MipLevels = 1;
  2846. break;
  2847. case TextureD3D11::Texture3D:
  2848. desc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE3D;
  2849. desc.Texture3D.MostDetailedMip = _mip;
  2850. desc.Texture3D.MipLevels = 1;
  2851. break;
  2852. }
  2853. DX_CHECK(m_device->CreateShaderResourceView(texture.m_ptr, &desc, &srv) );
  2854. m_srvUavLru.add(hash, srv, _handle.idx);
  2855. }
  2856. else
  2857. {
  2858. srv = static_cast<ID3D11ShaderResourceView*>(*ptr);
  2859. }
  2860. return srv;
  2861. }
  2862. void ovrPostReset()
  2863. {
  2864. #if BGFX_CONFIG_USE_OVR
  2865. if (m_resolution.m_flags & (BGFX_RESET_HMD|BGFX_RESET_HMD_DEBUG) )
  2866. {
  2867. const uint32_t msaaSamples = 1 << ((m_resolution.m_flags&BGFX_RESET_MSAA_MASK) >> BGFX_RESET_MSAA_SHIFT);
  2868. m_ovr.postReset(msaaSamples, m_resolution.m_width, m_resolution.m_height);
  2869. }
  2870. #endif // BGFX_CONFIG_USE_OVR
  2871. }
  2872. void ovrPreReset()
  2873. {
  2874. #if BGFX_CONFIG_USE_OVR
  2875. m_ovr.preReset();
  2876. #endif // BGFX_CONFIG_USE_OVR
  2877. }
  2878. void capturePostReset()
  2879. {
  2880. if (m_resolution.m_flags&BGFX_RESET_CAPTURE)
  2881. {
  2882. ID3D11Texture2D* backBuffer;
  2883. DX_CHECK(m_swapChain->GetBuffer(0, IID_ID3D11Texture2D, (void**)&backBuffer) );
  2884. D3D11_TEXTURE2D_DESC backBufferDesc;
  2885. backBuffer->GetDesc(&backBufferDesc);
  2886. D3D11_TEXTURE2D_DESC desc;
  2887. bx::memCopy(&desc, &backBufferDesc, sizeof(desc) );
  2888. desc.SampleDesc.Count = 1;
  2889. desc.SampleDesc.Quality = 0;
  2890. desc.Usage = D3D11_USAGE_STAGING;
  2891. desc.BindFlags = 0;
  2892. desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
  2893. HRESULT hr = m_device->CreateTexture2D(&desc, NULL, &m_captureTexture);
  2894. if (SUCCEEDED(hr) )
  2895. {
  2896. if (backBufferDesc.SampleDesc.Count != 1)
  2897. {
  2898. desc.Usage = D3D11_USAGE_DEFAULT;
  2899. desc.CPUAccessFlags = 0;
  2900. m_device->CreateTexture2D(&desc, NULL, &m_captureResolve);
  2901. }
  2902. g_callback->captureBegin(backBufferDesc.Width, backBufferDesc.Height, backBufferDesc.Width*4, TextureFormat::BGRA8, false);
  2903. }
  2904. DX_RELEASE(backBuffer, 0);
  2905. }
  2906. }
  2907. void capturePreReset()
  2908. {
  2909. if (NULL != m_captureTexture)
  2910. {
  2911. g_callback->captureEnd();
  2912. }
  2913. DX_RELEASE(m_captureResolve, 0);
  2914. DX_RELEASE(m_captureTexture, 0);
  2915. }
  2916. void capture()
  2917. {
  2918. if (NULL != m_captureTexture)
  2919. {
  2920. ID3D11Texture2D* backBuffer;
  2921. DX_CHECK(m_swapChain->GetBuffer(0, IID_ID3D11Texture2D, (void**)&backBuffer) );
  2922. if (NULL == m_captureResolve)
  2923. {
  2924. m_deviceCtx->CopyResource(m_captureTexture, backBuffer);
  2925. }
  2926. else
  2927. {
  2928. m_deviceCtx->ResolveSubresource(m_captureResolve, 0, backBuffer, 0, getBufferFormat() );
  2929. m_deviceCtx->CopyResource(m_captureTexture, m_captureResolve);
  2930. }
  2931. D3D11_MAPPED_SUBRESOURCE mapped;
  2932. DX_CHECK(m_deviceCtx->Map(m_captureTexture, 0, D3D11_MAP_READ, 0, &mapped) );
  2933. bimg::imageSwizzleBgra8(
  2934. mapped.pData
  2935. , getBufferWidth()
  2936. , getBufferHeight()
  2937. , mapped.RowPitch
  2938. , mapped.pData
  2939. );
  2940. g_callback->captureFrame(mapped.pData, getBufferHeight()*mapped.RowPitch);
  2941. m_deviceCtx->Unmap(m_captureTexture, 0);
  2942. DX_RELEASE(backBuffer, 0);
  2943. }
  2944. }
  2945. void commit(UniformBuffer& _uniformBuffer)
  2946. {
  2947. _uniformBuffer.reset();
  2948. for (;;)
  2949. {
  2950. uint32_t opcode = _uniformBuffer.read();
  2951. if (UniformType::End == opcode)
  2952. {
  2953. break;
  2954. }
  2955. UniformType::Enum type;
  2956. uint16_t loc;
  2957. uint16_t num;
  2958. uint16_t copy;
  2959. UniformBuffer::decodeOpcode(opcode, type, loc, num, copy);
  2960. const char* data;
  2961. if (copy)
  2962. {
  2963. data = _uniformBuffer.read(g_uniformTypeSize[type]*num);
  2964. }
  2965. else
  2966. {
  2967. UniformHandle handle;
  2968. bx::memCopy(&handle, _uniformBuffer.read(sizeof(UniformHandle) ), sizeof(UniformHandle) );
  2969. data = (const char*)m_uniforms[handle.idx];
  2970. }
  2971. #define CASE_IMPLEMENT_UNIFORM(_uniform, _dxsuffix, _type) \
  2972. case UniformType::_uniform: \
  2973. case UniformType::_uniform|BGFX_UNIFORM_FRAGMENTBIT: \
  2974. { \
  2975. setShaderUniform(uint8_t(type), loc, data, num); \
  2976. } \
  2977. break;
  2978. switch ( (uint32_t)type)
  2979. {
  2980. case UniformType::Mat3:
  2981. case UniformType::Mat3|BGFX_UNIFORM_FRAGMENTBIT: \
  2982. {
  2983. float* value = (float*)data;
  2984. for (uint32_t ii = 0, count = num/3; ii < count; ++ii, loc += 3*16, value += 9)
  2985. {
  2986. Matrix4 mtx;
  2987. mtx.un.val[ 0] = value[0];
  2988. mtx.un.val[ 1] = value[1];
  2989. mtx.un.val[ 2] = value[2];
  2990. mtx.un.val[ 3] = 0.0f;
  2991. mtx.un.val[ 4] = value[3];
  2992. mtx.un.val[ 5] = value[4];
  2993. mtx.un.val[ 6] = value[5];
  2994. mtx.un.val[ 7] = 0.0f;
  2995. mtx.un.val[ 8] = value[6];
  2996. mtx.un.val[ 9] = value[7];
  2997. mtx.un.val[10] = value[8];
  2998. mtx.un.val[11] = 0.0f;
  2999. setShaderUniform(uint8_t(type), loc, &mtx.un.val[0], 3);
  3000. }
  3001. }
  3002. break;
  3003. CASE_IMPLEMENT_UNIFORM(Int1, I, int);
  3004. CASE_IMPLEMENT_UNIFORM(Vec4, F, float);
  3005. CASE_IMPLEMENT_UNIFORM(Mat4, F, float);
  3006. case UniformType::End:
  3007. break;
  3008. default:
  3009. BX_TRACE("%4d: INVALID 0x%08x, t %d, l %d, n %d, c %d", _uniformBuffer.getPos(), opcode, type, loc, num, copy);
  3010. break;
  3011. }
  3012. #undef CASE_IMPLEMENT_UNIFORM
  3013. }
  3014. }
  3015. void clearQuad(ClearQuad& _clearQuad, const Rect& _rect, const Clear& _clear, const float _palette[][4])
  3016. {
  3017. uint32_t width;
  3018. uint32_t height;
  3019. if (isValid(m_fbh) )
  3020. {
  3021. const FrameBufferD3D11& fb = m_frameBuffers[m_fbh.idx];
  3022. width = fb.m_width;
  3023. height = fb.m_height;
  3024. }
  3025. else
  3026. {
  3027. width = getBufferWidth();
  3028. height = getBufferHeight();
  3029. }
  3030. if (0 == _rect.m_x
  3031. && 0 == _rect.m_y
  3032. && width == _rect.m_width
  3033. && height == _rect.m_height)
  3034. {
  3035. clear(_clear, _palette);
  3036. }
  3037. else
  3038. {
  3039. ID3D11DeviceContext* deviceCtx = m_deviceCtx;
  3040. uint64_t state = 0;
  3041. state |= _clear.m_flags & BGFX_CLEAR_COLOR ? BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE : 0;
  3042. state |= _clear.m_flags & BGFX_CLEAR_DEPTH ? BGFX_STATE_DEPTH_TEST_ALWAYS|BGFX_STATE_DEPTH_WRITE : 0;
  3043. uint64_t stencil = 0;
  3044. stencil |= _clear.m_flags & BGFX_CLEAR_STENCIL ? 0
  3045. | BGFX_STENCIL_TEST_ALWAYS
  3046. | BGFX_STENCIL_FUNC_REF(_clear.m_stencil)
  3047. | BGFX_STENCIL_FUNC_RMASK(0xff)
  3048. | BGFX_STENCIL_OP_FAIL_S_REPLACE
  3049. | BGFX_STENCIL_OP_FAIL_Z_REPLACE
  3050. | BGFX_STENCIL_OP_PASS_Z_REPLACE
  3051. : 0
  3052. ;
  3053. setBlendState(state);
  3054. setDepthStencilState(state, stencil);
  3055. setRasterizerState(state);
  3056. uint32_t numMrt = 1;
  3057. FrameBufferHandle fbh = m_fbh;
  3058. if (isValid(fbh) )
  3059. {
  3060. const FrameBufferD3D11& fb = m_frameBuffers[fbh.idx];
  3061. numMrt = bx::uint32_max(1, fb.m_num);
  3062. }
  3063. ProgramD3D11& program = m_program[_clearQuad.m_program[numMrt-1].idx];
  3064. m_currentProgram = &program;
  3065. deviceCtx->VSSetShader(program.m_vsh->m_vertexShader, NULL, 0);
  3066. deviceCtx->VSSetConstantBuffers(0, 1, s_zero.m_buffer);
  3067. if (NULL != m_currentColor)
  3068. {
  3069. const ShaderD3D11* fsh = program.m_fsh;
  3070. deviceCtx->PSSetShader(fsh->m_pixelShader, NULL, 0);
  3071. deviceCtx->PSSetConstantBuffers(0, 1, &fsh->m_buffer);
  3072. if (BGFX_CLEAR_COLOR_USE_PALETTE & _clear.m_flags)
  3073. {
  3074. float mrtClear[BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS][4];
  3075. for (uint32_t ii = 0; ii < numMrt; ++ii)
  3076. {
  3077. uint8_t index = (uint8_t)bx::uint32_min(BGFX_CONFIG_MAX_COLOR_PALETTE-1, _clear.m_index[ii]);
  3078. bx::memCopy(mrtClear[ii], _palette[index], 16);
  3079. }
  3080. deviceCtx->UpdateSubresource(fsh->m_buffer, 0, 0, mrtClear, 0, 0);
  3081. }
  3082. else
  3083. {
  3084. float rgba[4] =
  3085. {
  3086. _clear.m_index[0]*1.0f/255.0f,
  3087. _clear.m_index[1]*1.0f/255.0f,
  3088. _clear.m_index[2]*1.0f/255.0f,
  3089. _clear.m_index[3]*1.0f/255.0f,
  3090. };
  3091. deviceCtx->UpdateSubresource(fsh->m_buffer, 0, 0, rgba, 0, 0);
  3092. }
  3093. }
  3094. else
  3095. {
  3096. deviceCtx->PSSetShader(NULL, NULL, 0);
  3097. }
  3098. VertexBufferD3D11& vb = m_vertexBuffers[_clearQuad.m_vb->handle.idx];
  3099. const VertexDecl& vertexDecl = m_vertexDecls[_clearQuad.m_vb->decl.idx];
  3100. const uint32_t stride = vertexDecl.m_stride;
  3101. const uint32_t offset = 0;
  3102. {
  3103. struct Vertex
  3104. {
  3105. float m_x;
  3106. float m_y;
  3107. float m_z;
  3108. };
  3109. Vertex* vertex = (Vertex*)_clearQuad.m_vb->data;
  3110. BX_CHECK(stride == sizeof(Vertex), "Stride/Vertex mismatch (stride %d, sizeof(Vertex) %d)", stride, sizeof(Vertex) );
  3111. const float depth = _clear.m_depth;
  3112. vertex->m_x = -1.0f;
  3113. vertex->m_y = -1.0f;
  3114. vertex->m_z = depth;
  3115. vertex++;
  3116. vertex->m_x = 1.0f;
  3117. vertex->m_y = -1.0f;
  3118. vertex->m_z = depth;
  3119. vertex++;
  3120. vertex->m_x = -1.0f;
  3121. vertex->m_y = 1.0f;
  3122. vertex->m_z = depth;
  3123. vertex++;
  3124. vertex->m_x = 1.0f;
  3125. vertex->m_y = 1.0f;
  3126. vertex->m_z = depth;
  3127. }
  3128. m_vertexBuffers[_clearQuad.m_vb->handle.idx].update(0, 4*_clearQuad.m_decl.m_stride, _clearQuad.m_vb->data);
  3129. deviceCtx->IASetVertexBuffers(0, 1, &vb.m_ptr, &stride, &offset);
  3130. setInputLayout(vertexDecl, program, 0);
  3131. deviceCtx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
  3132. deviceCtx->Draw(4, 0);
  3133. }
  3134. }
  3135. void* m_d3d9dll;
  3136. void* m_d3d11dll;
  3137. void* m_dxgidll;
  3138. void* m_dxgidebugdll;
  3139. void* m_renderdocdll;
  3140. void* m_agsdll;
  3141. AGSContext* m_ags;
  3142. D3D_DRIVER_TYPE m_driverType;
  3143. D3D_FEATURE_LEVEL m_featureLevel;
  3144. IDXGIAdapter* m_adapter;
  3145. DXGI_ADAPTER_DESC m_adapterDesc;
  3146. #if BX_PLATFORM_WINDOWS
  3147. IDXGIFactory* m_factory;
  3148. IDXGISwapChain* m_swapChain;
  3149. #else
  3150. IDXGIFactory2* m_factory;
  3151. IDXGISwapChain1* m_swapChain;
  3152. #endif // BX_PLATFORM_WINDOWS
  3153. bool m_needPresent;
  3154. bool m_lost;
  3155. uint16_t m_numWindows;
  3156. FrameBufferHandle m_windows[BGFX_CONFIG_MAX_FRAME_BUFFERS];
  3157. ID3D11Device* m_device;
  3158. ID3D11DeviceContext* m_deviceCtx;
  3159. ID3D11InfoQueue* m_infoQueue;
  3160. TimerQueryD3D11 m_gpuTimer;
  3161. OcclusionQueryD3D11 m_occlusionQuery;
  3162. uint32_t m_deviceInterfaceVersion;
  3163. ID3D11RenderTargetView* m_backBufferColor;
  3164. ID3D11DepthStencilView* m_backBufferDepthStencil;
  3165. ID3D11RenderTargetView* m_currentColor;
  3166. ID3D11DepthStencilView* m_currentDepthStencil;
  3167. ID3D11Texture2D* m_captureTexture;
  3168. ID3D11Texture2D* m_captureResolve;
  3169. Resolution m_resolution;
  3170. #if BX_PLATFORM_WINDOWS
  3171. typedef DXGI_SWAP_CHAIN_DESC SwapChainDesc;
  3172. #else
  3173. typedef DXGI_SWAP_CHAIN_DESC1 SwapChainDesc;
  3174. #endif // BX_PLATFORM_WINDOWS
  3175. SwapChainDesc m_scd;
  3176. uint32_t m_maxAnisotropy;
  3177. bool m_depthClamp;
  3178. bool m_wireframe;
  3179. IndexBufferD3D11 m_indexBuffers[BGFX_CONFIG_MAX_INDEX_BUFFERS];
  3180. VertexBufferD3D11 m_vertexBuffers[BGFX_CONFIG_MAX_VERTEX_BUFFERS];
  3181. ShaderD3D11 m_shaders[BGFX_CONFIG_MAX_SHADERS];
  3182. ProgramD3D11 m_program[BGFX_CONFIG_MAX_PROGRAMS];
  3183. TextureD3D11 m_textures[BGFX_CONFIG_MAX_TEXTURES];
  3184. VertexDecl m_vertexDecls[BGFX_CONFIG_MAX_VERTEX_DECLS];
  3185. FrameBufferD3D11 m_frameBuffers[BGFX_CONFIG_MAX_FRAME_BUFFERS];
  3186. void* m_uniforms[BGFX_CONFIG_MAX_UNIFORMS];
  3187. Matrix4 m_predefinedUniforms[PredefinedUniform::Count];
  3188. UniformRegistry m_uniformReg;
  3189. StateCacheT<ID3D11BlendState> m_blendStateCache;
  3190. StateCacheT<ID3D11DepthStencilState> m_depthStencilStateCache;
  3191. StateCacheT<ID3D11InputLayout> m_inputLayoutCache;
  3192. StateCacheT<ID3D11RasterizerState> m_rasterizerStateCache;
  3193. StateCacheT<ID3D11SamplerState> m_samplerStateCache;
  3194. StateCacheLru<IUnknown*, 1024> m_srvUavLru;
  3195. TextVideoMem m_textVideoMem;
  3196. TextureStage m_textureStage;
  3197. ProgramD3D11* m_currentProgram;
  3198. uint8_t m_vsScratch[64<<10];
  3199. uint8_t m_fsScratch[64<<10];
  3200. uint32_t m_vsChanges;
  3201. uint32_t m_fsChanges;
  3202. FrameBufferHandle m_fbh;
  3203. bool m_rtMsaa;
  3204. bool m_timerQuerySupport;
  3205. VR m_ovr;
  3206. #if BGFX_CONFIG_USE_OVR
  3207. VRImplOVRD3D11 m_ovrRender;
  3208. #endif // BGFX_CONFIG_USE_OVR
  3209. };
  3210. static RendererContextD3D11* s_renderD3D11;
  3211. RendererContextI* rendererCreate()
  3212. {
  3213. s_renderD3D11 = BX_NEW(g_allocator, RendererContextD3D11);
  3214. if (!s_renderD3D11->init() )
  3215. {
  3216. BX_DELETE(g_allocator, s_renderD3D11);
  3217. s_renderD3D11 = NULL;
  3218. }
  3219. return s_renderD3D11;
  3220. }
  3221. void rendererDestroy()
  3222. {
  3223. s_renderD3D11->shutdown();
  3224. BX_DELETE(g_allocator, s_renderD3D11);
  3225. s_renderD3D11 = NULL;
  3226. }
  3227. void stubMultiDrawInstancedIndirect(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride)
  3228. {
  3229. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  3230. for (uint32_t ii = 0; ii < _numDrawIndirect; ++ii)
  3231. {
  3232. deviceCtx->DrawInstancedIndirect(_ptr, _offset);
  3233. _offset += _stride;
  3234. }
  3235. }
  3236. void stubMultiDrawIndexedInstancedIndirect(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride)
  3237. {
  3238. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  3239. for (uint32_t ii = 0; ii < _numDrawIndirect; ++ii)
  3240. {
  3241. deviceCtx->DrawIndexedInstancedIndirect(_ptr, _offset);
  3242. _offset += _stride;
  3243. }
  3244. }
  3245. void amdAgsMultiDrawInstancedIndirect(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride)
  3246. {
  3247. agsDriverExtensions_MultiDrawInstancedIndirect(s_renderD3D11->m_ags, _numDrawIndirect, _ptr, _offset, _stride);
  3248. }
  3249. void amdAgsMultiDrawIndexedInstancedIndirect(uint32_t _numDrawIndirect, ID3D11Buffer* _ptr, uint32_t _offset, uint32_t _stride)
  3250. {
  3251. agsDriverExtensions_MultiDrawIndexedInstancedIndirect(s_renderD3D11->m_ags, _numDrawIndirect, _ptr, _offset, _stride);
  3252. }
  3253. #if BGFX_CONFIG_USE_OVR
  3254. VRImplOVRD3D11::VRImplOVRD3D11()
  3255. : m_depthBuffer(NULL)
  3256. , m_msaaRtv(NULL)
  3257. , m_msaaTexture(NULL)
  3258. , m_textureSwapChain(NULL)
  3259. , m_mirrorTexture(NULL)
  3260. {
  3261. bx::memSet(m_eyeRtv, 0, sizeof(m_eyeRtv));
  3262. }
  3263. bool VRImplOVRD3D11::createSwapChain(const VRDesc& _desc, int _msaaSamples, int _mirrorWidth, int _mirrorHeight)
  3264. {
  3265. if (!m_session)
  3266. {
  3267. return false;
  3268. }
  3269. ID3D11Device* device = s_renderD3D11->m_device;
  3270. if (NULL == m_textureSwapChain)
  3271. {
  3272. ovrTextureSwapChainDesc swapchainDesc = {};
  3273. swapchainDesc.Type = ovrTexture_2D;
  3274. swapchainDesc.Width = _desc.m_eyeSize[0].m_w + _desc.m_eyeSize[1].m_w;
  3275. swapchainDesc.Height = bx::uint32_max(_desc.m_eyeSize[0].m_h, _desc.m_eyeSize[1].m_h);
  3276. swapchainDesc.MipLevels = 1;
  3277. swapchainDesc.ArraySize = 1;
  3278. swapchainDesc.SampleCount = 1;
  3279. swapchainDesc.MiscFlags = ovrTextureMisc_DX_Typeless;
  3280. swapchainDesc.BindFlags = ovrTextureBind_DX_RenderTarget;
  3281. swapchainDesc.StaticImage = ovrFalse;
  3282. swapchainDesc.Format = OVR_FORMAT_R8G8B8A8_UNORM_SRGB;
  3283. ovrResult result = ovr_CreateTextureSwapChainDX(m_session, device, &swapchainDesc, &m_textureSwapChain);
  3284. if (!OVR_SUCCESS(result) )
  3285. {
  3286. return false;
  3287. }
  3288. for (int eye = 0; eye < 2; ++eye)
  3289. {
  3290. m_renderLayer.ColorTexture[eye] = m_textureSwapChain;
  3291. }
  3292. // create MSAA target
  3293. if (_msaaSamples > 1)
  3294. {
  3295. D3D11_TEXTURE2D_DESC msDesc;
  3296. msDesc.Width = swapchainDesc.Width;
  3297. msDesc.Height = swapchainDesc.Height;
  3298. msDesc.MipLevels = 1;
  3299. msDesc.ArraySize = 1;
  3300. msDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  3301. msDesc.SampleDesc.Count = _msaaSamples;
  3302. msDesc.SampleDesc.Quality = 0;
  3303. msDesc.Usage = D3D11_USAGE_DEFAULT;
  3304. msDesc.CPUAccessFlags = 0;
  3305. msDesc.MiscFlags = 0;
  3306. msDesc.BindFlags = D3D11_BIND_RENDER_TARGET;
  3307. DX_CHECK(device->CreateTexture2D(&msDesc, NULL, &m_msaaTexture) );
  3308. DX_CHECK(device->CreateRenderTargetView(m_msaaTexture, NULL, &m_msaaRtv) );
  3309. }
  3310. else
  3311. {
  3312. int swapchainSize;
  3313. result = ovr_GetTextureSwapChainLength(m_session, m_textureSwapChain, &swapchainSize);
  3314. if (!OVR_SUCCESS(result) )
  3315. {
  3316. destroySwapChain();
  3317. return false;
  3318. }
  3319. BX_CHECK(swapchainSize <= BX_COUNTOF(m_eyeRtv), "Too many OVR swap chain entries %d", swapchainSize);
  3320. for (int ii = 0; ii < swapchainSize; ++ii)
  3321. {
  3322. ID3D11Texture2D* texture;
  3323. ovr_GetTextureSwapChainBufferDX(m_session, m_textureSwapChain, ii, IID_PPV_ARGS(&texture) );
  3324. D3D11_RENDER_TARGET_VIEW_DESC viewDesc;
  3325. viewDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  3326. viewDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
  3327. viewDesc.Texture2D.MipSlice = 0;
  3328. DX_CHECK(device->CreateRenderTargetView(texture, &viewDesc, &m_eyeRtv[ii]) );
  3329. DX_RELEASE(texture, 1);
  3330. }
  3331. }
  3332. // create depth buffer
  3333. D3D11_TEXTURE2D_DESC dbDesc = {};
  3334. dbDesc.Width = swapchainDesc.Width;
  3335. dbDesc.Height = swapchainDesc.Height;
  3336. dbDesc.MipLevels = 1;
  3337. dbDesc.ArraySize = 1;
  3338. dbDesc.Format = DXGI_FORMAT_D32_FLOAT;
  3339. dbDesc.SampleDesc.Count = _msaaSamples;
  3340. dbDesc.SampleDesc.Quality = 0;
  3341. dbDesc.Usage = D3D11_USAGE_DEFAULT;
  3342. dbDesc.CPUAccessFlags = 0;
  3343. dbDesc.MiscFlags = 0;
  3344. dbDesc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
  3345. ID3D11Texture2D* depthTexture;
  3346. DX_CHECK(device->CreateTexture2D(&dbDesc, NULL, &depthTexture) );
  3347. DX_CHECK(device->CreateDepthStencilView(depthTexture, NULL, &m_depthBuffer) );
  3348. DX_RELEASE(depthTexture, 0);
  3349. }
  3350. if (NULL == m_mirrorTexture)
  3351. {
  3352. ovrMirrorTextureDesc mirrorDesc = {};
  3353. mirrorDesc.Format = OVR_FORMAT_R8G8B8A8_UNORM_SRGB;
  3354. mirrorDesc.Width = _mirrorWidth;
  3355. mirrorDesc.Height = _mirrorHeight;
  3356. ovrResult result = ovr_CreateMirrorTextureDX(m_session, device, &mirrorDesc, &m_mirrorTexture);
  3357. BX_WARN(OVR_SUCCESS(result), "Could not create D3D11 OVR mirror texture");
  3358. BX_UNUSED(result);
  3359. }
  3360. return true;
  3361. }
  3362. void VRImplOVRD3D11::destroySwapChain()
  3363. {
  3364. if (NULL != m_textureSwapChain)
  3365. {
  3366. BX_CHECK(m_session, "VRSWapChain destroyed without valid OVR session");
  3367. ovr_DestroyTextureSwapChain(m_session, m_textureSwapChain);
  3368. m_textureSwapChain = NULL;
  3369. }
  3370. for (int ii = 0, nn = BX_COUNTOF(m_eyeRtv); ii < nn; ++ii)
  3371. {
  3372. DX_RELEASE(m_eyeRtv[ii], 0);
  3373. }
  3374. DX_RELEASE(m_msaaRtv, 0);
  3375. DX_RELEASE(m_msaaTexture, 0);
  3376. DX_RELEASE(m_depthBuffer, 0);
  3377. destroyMirror();
  3378. }
  3379. void VRImplOVRD3D11::destroyMirror()
  3380. {
  3381. if (NULL != m_mirrorTexture)
  3382. {
  3383. ovr_DestroyMirrorTexture(m_session, m_mirrorTexture);
  3384. m_mirrorTexture = NULL;
  3385. }
  3386. }
  3387. void VRImplOVRD3D11::makeRenderTargetActive(const VRDesc& /*_desc*/)
  3388. {
  3389. if (NULL != m_msaaRtv)
  3390. {
  3391. s_renderD3D11->m_currentColor = m_msaaRtv;
  3392. }
  3393. else
  3394. {
  3395. int index;
  3396. ovr_GetTextureSwapChainCurrentIndex(m_session, m_textureSwapChain, &index);
  3397. s_renderD3D11->m_currentColor = m_eyeRtv[index];
  3398. }
  3399. s_renderD3D11->m_currentDepthStencil = m_depthBuffer;
  3400. }
  3401. bool VRImplOVRD3D11::submitSwapChain(const VRDesc& /* _desc */)
  3402. {
  3403. BX_CHECK(NULL != m_session, "No session in VRImplOVRD3D11::submitSwapChain. Usage error");
  3404. BX_CHECK(NULL != m_textureSwapChain, "VRImplOVRD3D11 submitted without a valid swap chain");
  3405. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  3406. int index;
  3407. ovr_GetTextureSwapChainCurrentIndex(m_session, m_textureSwapChain, &index);
  3408. ID3D11Texture2D* eyeTexture;
  3409. ovr_GetTextureSwapChainBufferDX(m_session, m_textureSwapChain, index, IID_PPV_ARGS(&eyeTexture));
  3410. // resolve MSAA
  3411. if (NULL != m_msaaRtv)
  3412. {
  3413. deviceCtx->ResolveSubresource(eyeTexture, 0, m_msaaTexture, 0, DXGI_FORMAT_R8G8B8A8_UNORM);
  3414. }
  3415. ovrResult result = ovr_CommitTextureSwapChain(m_session, m_textureSwapChain);
  3416. if (!OVR_SUCCESS(result) )
  3417. {
  3418. return false;
  3419. DX_RELEASE(eyeTexture, 1);
  3420. }
  3421. ovrLayerHeader* layerList = &m_renderLayer.Header;
  3422. result = ovr_SubmitFrame(m_session, 0, NULL, &layerList, 1);
  3423. if (!OVR_SUCCESS(result) )
  3424. {
  3425. DX_RELEASE(eyeTexture, 1);
  3426. return false;
  3427. }
  3428. if (result != ovrSuccess_NotVisible && NULL != m_mirrorTexture)
  3429. {
  3430. IDXGISwapChain* swapChain = s_renderD3D11->m_swapChain;
  3431. ID3D11Texture2D* tex = NULL;
  3432. ovr_GetMirrorTextureBufferDX(m_session, m_mirrorTexture, IID_PPV_ARGS(&tex));
  3433. ID3D11Texture2D* backBuffer;
  3434. DX_CHECK(swapChain->GetBuffer(0, IID_PPV_ARGS(&backBuffer)));
  3435. deviceCtx->CopyResource(backBuffer, tex);
  3436. DX_CHECK(swapChain->Present(0, 0));
  3437. DX_RELEASE(tex, 1);
  3438. DX_RELEASE(backBuffer, 0);
  3439. }
  3440. DX_RELEASE(eyeTexture, 1);
  3441. return true;
  3442. }
  3443. #endif // BGFX_CONFIG_USE_OVR
  3444. struct UavFormat
  3445. {
  3446. DXGI_FORMAT format[3];
  3447. uint32_t stride;
  3448. };
  3449. static const UavFormat s_uavFormat[] =
  3450. { // BGFX_BUFFER_COMPUTE_TYPE_UINT, BGFX_BUFFER_COMPUTE_TYPE_INT, BGFX_BUFFER_COMPUTE_TYPE_FLOAT
  3451. { { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN }, 0 }, // ignored
  3452. { { DXGI_FORMAT_R8_SINT, DXGI_FORMAT_R8_UINT, DXGI_FORMAT_UNKNOWN }, 1 }, // BGFX_BUFFER_COMPUTE_FORMAT_8x1
  3453. { { DXGI_FORMAT_R8G8_SINT, DXGI_FORMAT_R8G8_UINT, DXGI_FORMAT_UNKNOWN }, 2 }, // BGFX_BUFFER_COMPUTE_FORMAT_8x2
  3454. { { DXGI_FORMAT_R8G8B8A8_SINT, DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_UNKNOWN }, 4 }, // BGFX_BUFFER_COMPUTE_FORMAT_8x4
  3455. { { DXGI_FORMAT_R16_SINT, DXGI_FORMAT_R16_UINT, DXGI_FORMAT_R16_FLOAT }, 2 }, // BGFX_BUFFER_COMPUTE_FORMAT_16x1
  3456. { { DXGI_FORMAT_R16G16_SINT, DXGI_FORMAT_R16G16_UINT, DXGI_FORMAT_R16G16_FLOAT }, 4 }, // BGFX_BUFFER_COMPUTE_FORMAT_16x2
  3457. { { DXGI_FORMAT_R16G16B16A16_SINT, DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_R16G16B16A16_FLOAT }, 8 }, // BGFX_BUFFER_COMPUTE_FORMAT_16x4
  3458. { { DXGI_FORMAT_R32_SINT, DXGI_FORMAT_R32_UINT, DXGI_FORMAT_R32_FLOAT }, 4 }, // BGFX_BUFFER_COMPUTE_FORMAT_32x1
  3459. { { DXGI_FORMAT_R32G32_SINT, DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_R32G32_FLOAT }, 8 }, // BGFX_BUFFER_COMPUTE_FORMAT_32x2
  3460. { { DXGI_FORMAT_R32G32B32A32_SINT, DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_R32G32B32A32_FLOAT }, 16 }, // BGFX_BUFFER_COMPUTE_FORMAT_32x4
  3461. };
  3462. void BufferD3D11::create(uint32_t _size, void* _data, uint16_t _flags, uint16_t _stride, bool _vertex)
  3463. {
  3464. m_uav = NULL;
  3465. m_size = _size;
  3466. m_flags = _flags;
  3467. const bool needUav = 0 != (_flags & (BGFX_BUFFER_COMPUTE_WRITE|BGFX_BUFFER_DRAW_INDIRECT) );
  3468. const bool needSrv = 0 != (_flags & BGFX_BUFFER_COMPUTE_READ);
  3469. const bool drawIndirect = 0 != (_flags & BGFX_BUFFER_DRAW_INDIRECT);
  3470. m_dynamic = NULL == _data && !needUav;
  3471. D3D11_BUFFER_DESC desc;
  3472. desc.ByteWidth = _size;
  3473. desc.BindFlags = 0
  3474. | (_vertex ? D3D11_BIND_VERTEX_BUFFER : D3D11_BIND_INDEX_BUFFER)
  3475. | (needUav ? D3D11_BIND_UNORDERED_ACCESS : 0)
  3476. | (needSrv ? D3D11_BIND_SHADER_RESOURCE : 0)
  3477. ;
  3478. desc.MiscFlags = 0
  3479. | (drawIndirect ? D3D11_RESOURCE_MISC_DRAWINDIRECT_ARGS : 0)
  3480. ;
  3481. desc.StructureByteStride = 0;
  3482. DXGI_FORMAT format;
  3483. uint32_t stride;
  3484. if (drawIndirect)
  3485. {
  3486. format = DXGI_FORMAT_R32G32B32A32_UINT;
  3487. stride = 16;
  3488. }
  3489. else
  3490. {
  3491. uint32_t uavFormat = (_flags & BGFX_BUFFER_COMPUTE_FORMAT_MASK) >> BGFX_BUFFER_COMPUTE_FORMAT_SHIFT;
  3492. if (0 == uavFormat)
  3493. {
  3494. if (_vertex)
  3495. {
  3496. format = DXGI_FORMAT_R32G32B32A32_FLOAT;
  3497. stride = 16;
  3498. }
  3499. else
  3500. {
  3501. if (0 == (_flags & BGFX_BUFFER_INDEX32) )
  3502. {
  3503. format = DXGI_FORMAT_R16_UINT;
  3504. stride = 2;
  3505. }
  3506. else
  3507. {
  3508. format = DXGI_FORMAT_R32_UINT;
  3509. stride = 4;
  3510. }
  3511. }
  3512. }
  3513. else
  3514. {
  3515. const uint32_t uavType = bx::uint32_satsub( (_flags & BGFX_BUFFER_COMPUTE_TYPE_MASK ) >> BGFX_BUFFER_COMPUTE_TYPE_SHIFT, 1);
  3516. format = s_uavFormat[uavFormat].format[uavType];
  3517. stride = s_uavFormat[uavFormat].stride;
  3518. }
  3519. }
  3520. ID3D11Device* device = s_renderD3D11->m_device;
  3521. D3D11_SUBRESOURCE_DATA srd;
  3522. srd.pSysMem = _data;
  3523. srd.SysMemPitch = 0;
  3524. srd.SysMemSlicePitch = 0;
  3525. if (needUav)
  3526. {
  3527. desc.Usage = D3D11_USAGE_DEFAULT;
  3528. desc.CPUAccessFlags = 0;
  3529. desc.StructureByteStride = _stride;
  3530. DX_CHECK(device->CreateBuffer(&desc
  3531. , NULL == _data ? NULL : &srd
  3532. , &m_ptr
  3533. ) );
  3534. D3D11_UNORDERED_ACCESS_VIEW_DESC uavd;
  3535. uavd.Format = format;
  3536. uavd.ViewDimension = D3D11_UAV_DIMENSION_BUFFER;
  3537. uavd.Buffer.FirstElement = 0;
  3538. uavd.Buffer.NumElements = m_size / stride;
  3539. uavd.Buffer.Flags = 0;
  3540. DX_CHECK(device->CreateUnorderedAccessView(m_ptr
  3541. , &uavd
  3542. , &m_uav
  3543. ) );
  3544. }
  3545. else if (m_dynamic)
  3546. {
  3547. desc.Usage = D3D11_USAGE_DYNAMIC;
  3548. desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
  3549. DX_CHECK(device->CreateBuffer(&desc
  3550. , NULL
  3551. , &m_ptr
  3552. ) );
  3553. }
  3554. else
  3555. {
  3556. desc.Usage = D3D11_USAGE_IMMUTABLE;
  3557. desc.CPUAccessFlags = 0;
  3558. DX_CHECK(device->CreateBuffer(&desc
  3559. , &srd
  3560. , &m_ptr
  3561. ) );
  3562. }
  3563. if (needSrv)
  3564. {
  3565. D3D11_SHADER_RESOURCE_VIEW_DESC srvd;
  3566. srvd.Format = format;
  3567. srvd.ViewDimension = D3D11_SRV_DIMENSION_BUFFER;
  3568. srvd.Buffer.FirstElement = 0;
  3569. srvd.Buffer.NumElements = m_size / stride;
  3570. DX_CHECK(device->CreateShaderResourceView(m_ptr
  3571. , &srvd
  3572. , &m_srv
  3573. ) );
  3574. }
  3575. }
  3576. void BufferD3D11::update(uint32_t _offset, uint32_t _size, void* _data, bool _discard)
  3577. {
  3578. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  3579. BX_CHECK(m_dynamic, "Must be dynamic!");
  3580. #if 0
  3581. BX_UNUSED(_discard);
  3582. D3D11_BUFFER_DESC desc;
  3583. desc.ByteWidth = _size;
  3584. desc.Usage = D3D11_USAGE_STAGING;
  3585. desc.BindFlags = 0;
  3586. desc.MiscFlags = 0;
  3587. desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
  3588. desc.StructureByteStride = 0;
  3589. D3D11_SUBRESOURCE_DATA srd;
  3590. srd.pSysMem = _data;
  3591. srd.SysMemPitch = 0;
  3592. srd.SysMemSlicePitch = 0;
  3593. D3D11_BOX srcBox;
  3594. srcBox.left = 0;
  3595. srcBox.top = 0;
  3596. srcBox.front = 0;
  3597. srcBox.right = _size;
  3598. srcBox.bottom = 1;
  3599. srcBox.back = 1;
  3600. ID3D11Device* device = s_renderD3D11->m_device;
  3601. ID3D11Buffer* ptr;
  3602. DX_CHECK(device->CreateBuffer(&desc, &srd, &ptr) );
  3603. deviceCtx->CopySubresourceRegion(m_ptr
  3604. , 0
  3605. , _offset
  3606. , 0
  3607. , 0
  3608. , ptr
  3609. , 0
  3610. , &srcBox
  3611. );
  3612. DX_RELEASE(ptr, 0);
  3613. #else
  3614. D3D11_MAPPED_SUBRESOURCE mapped;
  3615. D3D11_MAP type = _discard
  3616. ? D3D11_MAP_WRITE_DISCARD
  3617. : D3D11_MAP_WRITE_NO_OVERWRITE
  3618. ;
  3619. DX_CHECK(deviceCtx->Map(m_ptr, 0, type, 0, &mapped) );
  3620. bx::memCopy( (uint8_t*)mapped.pData + _offset, _data, _size);
  3621. deviceCtx->Unmap(m_ptr, 0);
  3622. #endif // 0
  3623. }
  3624. void VertexBufferD3D11::create(uint32_t _size, void* _data, VertexDeclHandle _declHandle, uint16_t _flags)
  3625. {
  3626. m_decl = _declHandle;
  3627. uint16_t stride = isValid(_declHandle)
  3628. ? s_renderD3D11->m_vertexDecls[_declHandle.idx].m_stride
  3629. : 0
  3630. ;
  3631. BufferD3D11::create(_size, _data, _flags, stride, true);
  3632. }
  3633. static bool hasDepthOp(const void* _code, uint32_t _size)
  3634. {
  3635. bx::MemoryReader rd(_code, _size);
  3636. bx::Error err;
  3637. DxbcContext dxbc;
  3638. read(&rd, dxbc, &err);
  3639. struct FindDepthOp
  3640. {
  3641. FindDepthOp()
  3642. : m_found(false)
  3643. {
  3644. }
  3645. static bool find(uint32_t /*_offset*/, const DxbcInstruction& _instruction, void* _userData)
  3646. {
  3647. FindDepthOp& out = *reinterpret_cast<FindDepthOp*>(_userData);
  3648. if (_instruction.opcode == DxbcOpcode::DISCARD
  3649. || (0 != _instruction.numOperands && DxbcOperandType::OutputDepth == _instruction.operand[0].type) )
  3650. {
  3651. out.m_found = true;
  3652. return false;
  3653. }
  3654. return true;
  3655. }
  3656. bool m_found;
  3657. } find;
  3658. parse(dxbc.shader, FindDepthOp::find, &find);
  3659. return find.m_found;
  3660. }
  3661. void ShaderD3D11::create(const Memory* _mem)
  3662. {
  3663. bx::MemoryReader reader(_mem->data, _mem->size);
  3664. uint32_t magic;
  3665. bx::read(&reader, magic);
  3666. switch (magic)
  3667. {
  3668. case BGFX_CHUNK_MAGIC_CSH:
  3669. case BGFX_CHUNK_MAGIC_FSH:
  3670. case BGFX_CHUNK_MAGIC_VSH:
  3671. break;
  3672. default:
  3673. BGFX_FATAL(false, Fatal::InvalidShader, "Unknown shader format %x.", magic);
  3674. break;
  3675. }
  3676. bool fragment = BGFX_CHUNK_MAGIC_FSH == magic;
  3677. uint32_t iohash;
  3678. bx::read(&reader, iohash);
  3679. uint16_t count;
  3680. bx::read(&reader, count);
  3681. m_numPredefined = 0;
  3682. m_numUniforms = count;
  3683. BX_TRACE("%s Shader consts %d"
  3684. , BGFX_CHUNK_MAGIC_FSH == magic ? "Fragment" : BGFX_CHUNK_MAGIC_VSH == magic ? "Vertex" : "Compute"
  3685. , count
  3686. );
  3687. uint8_t fragmentBit = fragment ? BGFX_UNIFORM_FRAGMENTBIT : 0;
  3688. if (0 < count)
  3689. {
  3690. for (uint32_t ii = 0; ii < count; ++ii)
  3691. {
  3692. uint8_t nameSize = 0;
  3693. bx::read(&reader, nameSize);
  3694. char name[256] = { '\0' };
  3695. bx::read(&reader, &name, nameSize);
  3696. name[nameSize] = '\0';
  3697. uint8_t type = 0;
  3698. bx::read(&reader, type);
  3699. uint8_t num = 0;
  3700. bx::read(&reader, num);
  3701. uint16_t regIndex = 0;
  3702. bx::read(&reader, regIndex);
  3703. uint16_t regCount = 0;
  3704. bx::read(&reader, regCount);
  3705. const char* kind = "invalid";
  3706. PredefinedUniform::Enum predefined = nameToPredefinedUniformEnum(name);
  3707. if (PredefinedUniform::Count != predefined)
  3708. {
  3709. kind = "predefined";
  3710. m_predefined[m_numPredefined].m_loc = regIndex;
  3711. m_predefined[m_numPredefined].m_count = regCount;
  3712. m_predefined[m_numPredefined].m_type = uint8_t(predefined|fragmentBit);
  3713. m_numPredefined++;
  3714. }
  3715. else if (0 == (BGFX_UNIFORM_SAMPLERBIT & type) )
  3716. {
  3717. const UniformRegInfo* info = s_renderD3D11->m_uniformReg.find(name);
  3718. BX_WARN(NULL != info, "User defined uniform '%s' is not found, it won't be set.", name);
  3719. if (NULL != info)
  3720. {
  3721. if (NULL == m_constantBuffer)
  3722. {
  3723. m_constantBuffer = UniformBuffer::create(1024);
  3724. }
  3725. kind = "user";
  3726. m_constantBuffer->writeUniformHandle( (UniformType::Enum)(type|fragmentBit), regIndex, info->m_handle, regCount);
  3727. }
  3728. }
  3729. else
  3730. {
  3731. kind = "sampler";
  3732. }
  3733. BX_TRACE("\t%s: %s (%s), num %2d, r.index %3d, r.count %2d"
  3734. , kind
  3735. , name
  3736. , getUniformTypeName(UniformType::Enum(type&~BGFX_UNIFORM_MASK) )
  3737. , num
  3738. , regIndex
  3739. , regCount
  3740. );
  3741. BX_UNUSED(kind);
  3742. }
  3743. if (NULL != m_constantBuffer)
  3744. {
  3745. m_constantBuffer->finish();
  3746. }
  3747. }
  3748. uint16_t shaderSize;
  3749. bx::read(&reader, shaderSize);
  3750. const void* code = reader.getDataPtr();
  3751. bx::skip(&reader, shaderSize+1);
  3752. if (BGFX_CHUNK_MAGIC_FSH == magic)
  3753. {
  3754. m_hasDepthOp = hasDepthOp(code, shaderSize);
  3755. DX_CHECK(s_renderD3D11->m_device->CreatePixelShader(code, shaderSize, NULL, &m_pixelShader) );
  3756. BGFX_FATAL(NULL != m_ptr, bgfx::Fatal::InvalidShader, "Failed to create fragment shader.");
  3757. }
  3758. else if (BGFX_CHUNK_MAGIC_VSH == magic)
  3759. {
  3760. m_hash = bx::hashMurmur2A(code, shaderSize);
  3761. m_code = copy(code, shaderSize);
  3762. DX_CHECK(s_renderD3D11->m_device->CreateVertexShader(code, shaderSize, NULL, &m_vertexShader) );
  3763. BGFX_FATAL(NULL != m_ptr, bgfx::Fatal::InvalidShader, "Failed to create vertex shader.");
  3764. }
  3765. else
  3766. {
  3767. DX_CHECK(s_renderD3D11->m_device->CreateComputeShader(code, shaderSize, NULL, &m_computeShader) );
  3768. BGFX_FATAL(NULL != m_ptr, bgfx::Fatal::InvalidShader, "Failed to create compute shader.");
  3769. }
  3770. uint8_t numAttrs = 0;
  3771. bx::read(&reader, numAttrs);
  3772. bx::memSet(m_attrMask, 0, sizeof(m_attrMask) );
  3773. for (uint32_t ii = 0; ii < numAttrs; ++ii)
  3774. {
  3775. uint16_t id;
  3776. bx::read(&reader, id);
  3777. Attrib::Enum attr = idToAttrib(id);
  3778. if (Attrib::Count != attr)
  3779. {
  3780. m_attrMask[attr] = UINT16_MAX;
  3781. }
  3782. }
  3783. uint16_t size;
  3784. bx::read(&reader, size);
  3785. if (0 < size)
  3786. {
  3787. D3D11_BUFFER_DESC desc;
  3788. desc.ByteWidth = (size + 0xf) & ~0xf;
  3789. desc.Usage = D3D11_USAGE_DEFAULT;
  3790. desc.CPUAccessFlags = 0;
  3791. desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
  3792. desc.MiscFlags = 0;
  3793. desc.StructureByteStride = 0;
  3794. DX_CHECK(s_renderD3D11->m_device->CreateBuffer(&desc, NULL, &m_buffer) );
  3795. }
  3796. }
  3797. void TextureD3D11::create(const Memory* _mem, uint32_t _flags, uint8_t _skip)
  3798. {
  3799. bimg::ImageContainer imageContainer;
  3800. if (bimg::imageParse(imageContainer, _mem->data, _mem->size) )
  3801. {
  3802. uint8_t numMips = imageContainer.m_numMips;
  3803. const uint8_t startLod = uint8_t(bx::uint32_min(_skip, numMips-1) );
  3804. numMips -= startLod;
  3805. const bimg::ImageBlockInfo& blockInfo = bimg::getBlockInfo(bimg::TextureFormat::Enum(imageContainer.m_format) );
  3806. const uint32_t textureWidth = bx::uint32_max(blockInfo.blockWidth, imageContainer.m_width >>startLod);
  3807. const uint32_t textureHeight = bx::uint32_max(blockInfo.blockHeight, imageContainer.m_height>>startLod);
  3808. const uint16_t numLayers = imageContainer.m_numLayers;
  3809. m_flags = _flags;
  3810. m_width = textureWidth;
  3811. m_height = textureHeight;
  3812. m_depth = imageContainer.m_depth;
  3813. m_requestedFormat = uint8_t(imageContainer.m_format);
  3814. m_textureFormat = uint8_t(getViableTextureFormat(imageContainer) );
  3815. const bool convert = m_textureFormat != m_requestedFormat;
  3816. const uint8_t bpp = bimg::getBitsPerPixel(bimg::TextureFormat::Enum(m_textureFormat) );
  3817. if (imageContainer.m_cubeMap)
  3818. {
  3819. m_type = TextureCube;
  3820. }
  3821. else if (imageContainer.m_depth > 1)
  3822. {
  3823. m_type = Texture3D;
  3824. }
  3825. else
  3826. {
  3827. m_type = Texture2D;
  3828. }
  3829. m_numMips = numMips;
  3830. const uint16_t numSides = numLayers * (imageContainer.m_cubeMap ? 6 : 1);
  3831. const uint32_t numSrd = numSides * numMips;
  3832. D3D11_SUBRESOURCE_DATA* srd = (D3D11_SUBRESOURCE_DATA*)alloca(numSrd*sizeof(D3D11_SUBRESOURCE_DATA) );
  3833. uint32_t kk = 0;
  3834. const bool compressed = bimg::isCompressed(bimg::TextureFormat::Enum(m_textureFormat) );
  3835. const bool swizzle = TextureFormat::BGRA8 == m_textureFormat && 0 != (m_flags&BGFX_TEXTURE_COMPUTE_WRITE);
  3836. BX_TRACE("Texture %3d: %s (requested: %s), layers %d, %dx%d%s%s%s."
  3837. , getHandle()
  3838. , getName( (TextureFormat::Enum)m_textureFormat)
  3839. , getName( (TextureFormat::Enum)m_requestedFormat)
  3840. , numLayers
  3841. , textureWidth
  3842. , textureHeight
  3843. , imageContainer.m_cubeMap ? "x6" : ""
  3844. , 0 != (m_flags&BGFX_TEXTURE_RT_MASK) ? " (render target)" : ""
  3845. , swizzle ? " (swizzle BGRA8 -> RGBA8)" : ""
  3846. );
  3847. for (uint16_t side = 0; side < numSides; ++side)
  3848. {
  3849. uint32_t width = textureWidth;
  3850. uint32_t height = textureHeight;
  3851. uint32_t depth = imageContainer.m_depth;
  3852. for (uint8_t lod = 0, num = numMips; lod < num; ++lod)
  3853. {
  3854. width = bx::uint32_max(1, width);
  3855. height = bx::uint32_max(1, height);
  3856. depth = bx::uint32_max(1, depth);
  3857. bimg::ImageMip mip;
  3858. if (bimg::imageGetRawData(imageContainer, side, lod+startLod, _mem->data, _mem->size, mip) )
  3859. {
  3860. srd[kk].pSysMem = mip.m_data;
  3861. if (convert)
  3862. {
  3863. uint32_t srcpitch = mip.m_width*bpp/8;
  3864. uint8_t* temp = (uint8_t*)BX_ALLOC(g_allocator, mip.m_width*mip.m_height*bpp/8);
  3865. bimg::imageDecodeToBgra8(temp, mip.m_data, mip.m_width, mip.m_height, srcpitch, mip.m_format);
  3866. srd[kk].pSysMem = temp;
  3867. srd[kk].SysMemPitch = srcpitch;
  3868. }
  3869. else if (compressed)
  3870. {
  3871. srd[kk].SysMemPitch = (mip.m_width /blockInfo.blockWidth )*mip.m_blockSize;
  3872. srd[kk].SysMemSlicePitch = (mip.m_height/blockInfo.blockHeight)*srd[kk].SysMemPitch;
  3873. }
  3874. else
  3875. {
  3876. srd[kk].SysMemPitch = mip.m_width*mip.m_bpp/8;
  3877. }
  3878. if (swizzle)
  3879. {
  3880. // imageSwizzleBgra8(temp, width, height, mip.m_width*4, data);
  3881. }
  3882. srd[kk].SysMemSlicePitch = mip.m_height*srd[kk].SysMemPitch;
  3883. ++kk;
  3884. }
  3885. width >>= 1;
  3886. height >>= 1;
  3887. depth >>= 1;
  3888. }
  3889. }
  3890. const bool writeOnly = 0 != (m_flags&(BGFX_TEXTURE_RT_WRITE_ONLY|BGFX_TEXTURE_READ_BACK) );
  3891. const bool computeWrite = 0 != (m_flags&BGFX_TEXTURE_COMPUTE_WRITE);
  3892. const bool renderTarget = 0 != (m_flags&BGFX_TEXTURE_RT_MASK);
  3893. const bool srgb = 0 != (m_flags&BGFX_TEXTURE_SRGB) || imageContainer.m_srgb;
  3894. const bool blit = 0 != (m_flags&BGFX_TEXTURE_BLIT_DST);
  3895. const bool readBack = 0 != (m_flags&BGFX_TEXTURE_READ_BACK);
  3896. const uint32_t msaaQuality = bx::uint32_satsub( (m_flags&BGFX_TEXTURE_RT_MSAA_MASK)>>BGFX_TEXTURE_RT_MSAA_SHIFT, 1);
  3897. const DXGI_SAMPLE_DESC& msaa = s_msaa[msaaQuality];
  3898. const bool msaaSample = true
  3899. && 1 < msaa.Count
  3900. && 0 != (m_flags&BGFX_TEXTURE_MSAA_SAMPLE)
  3901. && !writeOnly
  3902. ;
  3903. const bool needResolve = true
  3904. && 1 < msaa.Count
  3905. && 0 == (m_flags&BGFX_TEXTURE_MSAA_SAMPLE)
  3906. && !writeOnly
  3907. ;
  3908. D3D11_SHADER_RESOURCE_VIEW_DESC srvd;
  3909. bx::memSet(&srvd, 0, sizeof(srvd) );
  3910. DXGI_FORMAT format = DXGI_FORMAT_UNKNOWN;
  3911. if (swizzle)
  3912. {
  3913. format = srgb ? DXGI_FORMAT_R8G8B8A8_UNORM_SRGB : DXGI_FORMAT_R8G8B8A8_UNORM;
  3914. srvd.Format = format;
  3915. }
  3916. else if (srgb)
  3917. {
  3918. format = s_textureFormat[m_textureFormat].m_fmtSrgb;
  3919. srvd.Format = format;
  3920. BX_WARN(format != DXGI_FORMAT_UNKNOWN, "sRGB not supported for texture format %d", m_textureFormat);
  3921. }
  3922. if (format == DXGI_FORMAT_UNKNOWN)
  3923. {
  3924. // not swizzled and not sRGB, or sRGB unsupported
  3925. format = s_textureFormat[m_textureFormat].m_fmt;
  3926. srvd.Format = s_textureFormat[m_textureFormat].m_fmtSrv;
  3927. }
  3928. switch (m_type)
  3929. {
  3930. case Texture2D:
  3931. case TextureCube:
  3932. {
  3933. D3D11_TEXTURE2D_DESC desc;
  3934. desc.Width = textureWidth;
  3935. desc.Height = textureHeight;
  3936. desc.MipLevels = numMips;
  3937. desc.ArraySize = numSides;
  3938. desc.Format = format;
  3939. desc.SampleDesc = msaa;
  3940. desc.Usage = kk == 0 || blit ? D3D11_USAGE_DEFAULT : D3D11_USAGE_IMMUTABLE;
  3941. desc.BindFlags = writeOnly ? 0 : D3D11_BIND_SHADER_RESOURCE;
  3942. desc.CPUAccessFlags = 0;
  3943. desc.MiscFlags = 0;
  3944. if (bimg::isDepth(bimg::TextureFormat::Enum(m_textureFormat) ) )
  3945. {
  3946. desc.BindFlags |= D3D11_BIND_DEPTH_STENCIL;
  3947. desc.Usage = D3D11_USAGE_DEFAULT;
  3948. }
  3949. else if (renderTarget)
  3950. {
  3951. desc.BindFlags |= D3D11_BIND_RENDER_TARGET;
  3952. desc.Usage = D3D11_USAGE_DEFAULT;
  3953. desc.MiscFlags |= 0
  3954. | (1 < numMips ? D3D11_RESOURCE_MISC_GENERATE_MIPS : 0)
  3955. ;
  3956. }
  3957. if (computeWrite)
  3958. {
  3959. desc.BindFlags |= D3D11_BIND_UNORDERED_ACCESS;
  3960. desc.Usage = D3D11_USAGE_DEFAULT;
  3961. }
  3962. if (readBack)
  3963. {
  3964. desc.BindFlags = 0;
  3965. desc.Usage = D3D11_USAGE_STAGING;
  3966. desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
  3967. }
  3968. if (imageContainer.m_cubeMap)
  3969. {
  3970. desc.MiscFlags |= D3D11_RESOURCE_MISC_TEXTURECUBE;
  3971. if (1 < numLayers)
  3972. {
  3973. srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBEARRAY;
  3974. srvd.TextureCubeArray.MipLevels = numMips;
  3975. srvd.TextureCubeArray.NumCubes = numLayers;
  3976. }
  3977. else
  3978. {
  3979. srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBE;
  3980. srvd.TextureCube.MipLevels = numMips;
  3981. }
  3982. }
  3983. else
  3984. {
  3985. if (msaaSample)
  3986. {
  3987. if (1 < numLayers)
  3988. {
  3989. srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2DMSARRAY;
  3990. srvd.Texture2DMSArray.ArraySize = numLayers;
  3991. }
  3992. else
  3993. {
  3994. srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2DMS;
  3995. }
  3996. }
  3997. else
  3998. {
  3999. if (1 < numLayers)
  4000. {
  4001. srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2DARRAY;
  4002. srvd.Texture2DArray.MipLevels = numMips;
  4003. srvd.Texture2DArray.ArraySize = numLayers;
  4004. }
  4005. else
  4006. {
  4007. srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
  4008. srvd.Texture2D.MipLevels = numMips;
  4009. }
  4010. }
  4011. }
  4012. if (needResolve)
  4013. {
  4014. DX_CHECK(s_renderD3D11->m_device->CreateTexture2D(&desc, NULL, &m_rt2d) );
  4015. desc.BindFlags &= ~(D3D11_BIND_RENDER_TARGET|D3D11_BIND_DEPTH_STENCIL);
  4016. desc.SampleDesc = s_msaa[0];
  4017. }
  4018. DX_CHECK(s_renderD3D11->m_device->CreateTexture2D(&desc, kk == 0 ? NULL : srd, &m_texture2d) );
  4019. }
  4020. break;
  4021. case Texture3D:
  4022. {
  4023. D3D11_TEXTURE3D_DESC desc;
  4024. desc.Width = textureWidth;
  4025. desc.Height = textureHeight;
  4026. desc.Depth = imageContainer.m_depth;
  4027. desc.MipLevels = imageContainer.m_numMips;
  4028. desc.Format = format;
  4029. desc.Usage = kk == 0 || blit ? D3D11_USAGE_DEFAULT : D3D11_USAGE_IMMUTABLE;
  4030. desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
  4031. desc.CPUAccessFlags = 0;
  4032. desc.MiscFlags = 0;
  4033. if (renderTarget)
  4034. {
  4035. desc.BindFlags |= D3D11_BIND_RENDER_TARGET;
  4036. desc.Usage = D3D11_USAGE_DEFAULT;
  4037. desc.MiscFlags |= 0
  4038. | (1 < numMips ? D3D11_RESOURCE_MISC_GENERATE_MIPS : 0)
  4039. ;
  4040. }
  4041. if (computeWrite)
  4042. {
  4043. desc.BindFlags |= D3D11_BIND_UNORDERED_ACCESS;
  4044. desc.Usage = D3D11_USAGE_DEFAULT;
  4045. }
  4046. if (readBack)
  4047. {
  4048. desc.BindFlags = 0;
  4049. desc.Usage = D3D11_USAGE_STAGING;
  4050. desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
  4051. }
  4052. srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE3D;
  4053. srvd.Texture3D.MipLevels = numMips;
  4054. DX_CHECK(s_renderD3D11->m_device->CreateTexture3D(&desc, kk == 0 ? NULL : srd, &m_texture3d) );
  4055. }
  4056. break;
  4057. }
  4058. if (!writeOnly)
  4059. {
  4060. DX_CHECK(s_renderD3D11->m_device->CreateShaderResourceView(m_ptr, &srvd, &m_srv) );
  4061. }
  4062. if (computeWrite)
  4063. {
  4064. DX_CHECK(s_renderD3D11->m_device->CreateUnorderedAccessView(m_ptr, NULL, &m_uav) );
  4065. }
  4066. if (convert
  4067. && 0 != kk)
  4068. {
  4069. kk = 0;
  4070. for (uint16_t side = 0; side < numSides; ++side)
  4071. {
  4072. for (uint32_t lod = 0, num = numMips; lod < num; ++lod)
  4073. {
  4074. BX_FREE(g_allocator, const_cast<void*>(srd[kk].pSysMem) );
  4075. ++kk;
  4076. }
  4077. }
  4078. }
  4079. }
  4080. }
  4081. void TextureD3D11::destroy()
  4082. {
  4083. s_renderD3D11->m_srvUavLru.invalidateWithParent(getHandle().idx);
  4084. DX_RELEASE(m_rt, 0);
  4085. DX_RELEASE(m_srv, 0);
  4086. DX_RELEASE(m_uav, 0);
  4087. if (0 == (m_flags & BGFX_TEXTURE_INTERNAL_SHARED) )
  4088. {
  4089. DX_RELEASE(m_ptr, 0);
  4090. }
  4091. }
  4092. void TextureD3D11::overrideInternal(uintptr_t _ptr)
  4093. {
  4094. destroy();
  4095. m_flags |= BGFX_TEXTURE_INTERNAL_SHARED;
  4096. m_ptr = (ID3D11Resource*)_ptr;
  4097. s_renderD3D11->m_device->CreateShaderResourceView(m_ptr, NULL, &m_srv);
  4098. }
  4099. void TextureD3D11::update(uint8_t _side, uint8_t _mip, const Rect& _rect, uint16_t _z, uint16_t _depth, uint16_t _pitch, const Memory* _mem)
  4100. {
  4101. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  4102. D3D11_BOX box;
  4103. box.left = _rect.m_x;
  4104. box.top = _rect.m_y;
  4105. box.right = box.left + _rect.m_width;
  4106. box.bottom = box.top + _rect.m_height;
  4107. uint32_t layer = 0;
  4108. if (TextureD3D11::Texture3D == m_type)
  4109. {
  4110. box.front = _z;
  4111. box.back = box.front + _depth;
  4112. }
  4113. else
  4114. {
  4115. layer = _z * (TextureD3D11::TextureCube == m_type ? 6 : 1);
  4116. box.front = 0;
  4117. box.back = 1;
  4118. }
  4119. const uint32_t subres = _mip + ( (layer + _side) * m_numMips);
  4120. const uint32_t bpp = bimg::getBitsPerPixel(bimg::TextureFormat::Enum(m_textureFormat) );
  4121. const uint32_t rectpitch = _rect.m_width*bpp/8;
  4122. const uint32_t srcpitch = UINT16_MAX == _pitch ? rectpitch : _pitch;
  4123. const uint32_t slicepitch = rectpitch*_rect.m_height;
  4124. const bool convert = m_textureFormat != m_requestedFormat;
  4125. uint8_t* data = _mem->data;
  4126. uint8_t* temp = NULL;
  4127. if (convert)
  4128. {
  4129. temp = (uint8_t*)BX_ALLOC(g_allocator, slicepitch);
  4130. bimg::imageDecodeToBgra8(temp, data, _rect.m_width, _rect.m_height, srcpitch, bimg::TextureFormat::Enum(m_requestedFormat) );
  4131. data = temp;
  4132. }
  4133. deviceCtx->UpdateSubresource(
  4134. m_ptr
  4135. , subres
  4136. , &box
  4137. , data
  4138. , srcpitch
  4139. , TextureD3D11::Texture3D == m_type ? slicepitch : 0
  4140. );
  4141. if (NULL != temp)
  4142. {
  4143. BX_FREE(g_allocator, temp);
  4144. }
  4145. }
  4146. void TextureD3D11::commit(uint8_t _stage, uint32_t _flags, const float _palette[][4])
  4147. {
  4148. TextureStage& ts = s_renderD3D11->m_textureStage;
  4149. ts.m_srv[_stage] = m_srv;
  4150. uint32_t flags = 0 == (BGFX_TEXTURE_INTERNAL_DEFAULT_SAMPLER & _flags)
  4151. ? _flags
  4152. : m_flags
  4153. ;
  4154. uint32_t index = (flags & BGFX_TEXTURE_BORDER_COLOR_MASK) >> BGFX_TEXTURE_BORDER_COLOR_SHIFT;
  4155. ts.m_sampler[_stage] = s_renderD3D11->getSamplerState(flags
  4156. , _palette[index])
  4157. ;
  4158. }
  4159. void TextureD3D11::resolve() const
  4160. {
  4161. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  4162. const bool needResolve = NULL != m_rt;
  4163. if (needResolve)
  4164. {
  4165. deviceCtx->ResolveSubresource(m_texture2d, 0, m_rt, 0, s_textureFormat[m_textureFormat].m_fmt);
  4166. }
  4167. const bool renderTarget = 0 != (m_flags&BGFX_TEXTURE_RT_MASK);
  4168. if (renderTarget
  4169. && 1 < m_numMips)
  4170. {
  4171. deviceCtx->GenerateMips(m_srv);
  4172. }
  4173. }
  4174. TextureHandle TextureD3D11::getHandle() const
  4175. {
  4176. TextureHandle handle = { (uint16_t)(this - s_renderD3D11->m_textures) };
  4177. return handle;
  4178. }
  4179. void FrameBufferD3D11::create(uint8_t _num, const Attachment* _attachment)
  4180. {
  4181. for (uint32_t ii = 0; ii < BX_COUNTOF(m_rtv); ++ii)
  4182. {
  4183. m_rtv[ii] = NULL;
  4184. }
  4185. m_dsv = NULL;
  4186. m_swapChain = NULL;
  4187. m_denseIdx = UINT16_MAX;
  4188. m_numTh = _num;
  4189. m_needPresent = false;
  4190. bx::memCopy(m_attachment, _attachment, _num*sizeof(Attachment) );
  4191. postReset();
  4192. }
  4193. void FrameBufferD3D11::create(uint16_t _denseIdx, void* _nwh, uint32_t _width, uint32_t _height, TextureFormat::Enum _depthFormat)
  4194. {
  4195. DXGI_SWAP_CHAIN_DESC scd;
  4196. bx::memCopy(&scd, &s_renderD3D11->m_scd, sizeof(DXGI_SWAP_CHAIN_DESC) );
  4197. scd.BufferDesc.Width = _width;
  4198. scd.BufferDesc.Height = _height;
  4199. scd.OutputWindow = (HWND)_nwh;
  4200. ID3D11Device* device = s_renderD3D11->m_device;
  4201. HRESULT hr;
  4202. hr = s_renderD3D11->m_factory->CreateSwapChain(device
  4203. , &scd
  4204. , &m_swapChain
  4205. );
  4206. BGFX_FATAL(SUCCEEDED(hr), Fatal::UnableToInitialize, "Failed to create swap chain.");
  4207. ID3D11Resource* ptr;
  4208. DX_CHECK(m_swapChain->GetBuffer(0, IID_ID3D11Texture2D, (void**)&ptr) );
  4209. DX_CHECK(device->CreateRenderTargetView(ptr, NULL, &m_rtv[0]) );
  4210. DX_RELEASE(ptr, 0);
  4211. DXGI_FORMAT fmtDsv = bimg::isDepth(bimg::TextureFormat::Enum(_depthFormat) )
  4212. ? s_textureFormat[_depthFormat].m_fmtDsv
  4213. : DXGI_FORMAT_D24_UNORM_S8_UINT
  4214. ;
  4215. D3D11_TEXTURE2D_DESC dsd;
  4216. dsd.Width = scd.BufferDesc.Width;
  4217. dsd.Height = scd.BufferDesc.Height;
  4218. dsd.MipLevels = 1;
  4219. dsd.ArraySize = 1;
  4220. dsd.Format = fmtDsv;
  4221. dsd.SampleDesc = scd.SampleDesc;
  4222. dsd.Usage = D3D11_USAGE_DEFAULT;
  4223. dsd.BindFlags = D3D11_BIND_DEPTH_STENCIL;
  4224. dsd.CPUAccessFlags = 0;
  4225. dsd.MiscFlags = 0;
  4226. ID3D11Texture2D* depthStencil;
  4227. DX_CHECK(device->CreateTexture2D(&dsd, NULL, &depthStencil) );
  4228. DX_CHECK(device->CreateDepthStencilView(depthStencil, NULL, &m_dsv) );
  4229. DX_RELEASE(depthStencil, 0);
  4230. m_srv[0] = NULL;
  4231. m_denseIdx = _denseIdx;
  4232. m_num = 1;
  4233. }
  4234. uint16_t FrameBufferD3D11::destroy()
  4235. {
  4236. preReset(true);
  4237. DX_RELEASE(m_swapChain, 0);
  4238. m_num = 0;
  4239. m_numTh = 0;
  4240. m_needPresent = false;
  4241. uint16_t denseIdx = m_denseIdx;
  4242. m_denseIdx = UINT16_MAX;
  4243. return denseIdx;
  4244. }
  4245. void FrameBufferD3D11::preReset(bool _force)
  4246. {
  4247. if (0 < m_numTh
  4248. || _force)
  4249. {
  4250. for (uint32_t ii = 0, num = m_num; ii < num; ++ii)
  4251. {
  4252. DX_RELEASE(m_srv[ii], 0);
  4253. DX_RELEASE(m_rtv[ii], 0);
  4254. }
  4255. DX_RELEASE(m_dsv, 0);
  4256. }
  4257. }
  4258. void FrameBufferD3D11::postReset()
  4259. {
  4260. m_width = 0;
  4261. m_height = 0;
  4262. if (0 < m_numTh)
  4263. {
  4264. m_num = 0;
  4265. for (uint32_t ii = 0; ii < m_numTh; ++ii)
  4266. {
  4267. TextureHandle handle = m_attachment[ii].handle;
  4268. if (isValid(handle) )
  4269. {
  4270. const TextureD3D11& texture = s_renderD3D11->m_textures[handle.idx];
  4271. if (0 == m_width)
  4272. {
  4273. switch (texture.m_type)
  4274. {
  4275. case TextureD3D11::Texture2D:
  4276. case TextureD3D11::TextureCube:
  4277. {
  4278. D3D11_TEXTURE2D_DESC desc;
  4279. texture.m_texture2d->GetDesc(&desc);
  4280. m_width = desc.Width;
  4281. m_height = desc.Height;
  4282. }
  4283. break;
  4284. case TextureD3D11::Texture3D:
  4285. {
  4286. D3D11_TEXTURE3D_DESC desc;
  4287. texture.m_texture3d->GetDesc(&desc);
  4288. m_width = desc.Width;
  4289. m_height = desc.Height;
  4290. }
  4291. break;
  4292. }
  4293. }
  4294. const uint32_t msaaQuality = bx::uint32_satsub( (texture.m_flags&BGFX_TEXTURE_RT_MSAA_MASK)>>BGFX_TEXTURE_RT_MSAA_SHIFT, 1);
  4295. const DXGI_SAMPLE_DESC& msaa = s_msaa[msaaQuality];
  4296. if (bimg::isDepth(bimg::TextureFormat::Enum(texture.m_textureFormat) ) )
  4297. {
  4298. BX_CHECK(NULL == m_dsv, "Frame buffer already has depth-stencil attached.");
  4299. switch (texture.m_type)
  4300. {
  4301. default:
  4302. case TextureD3D11::Texture2D:
  4303. {
  4304. D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc;
  4305. dsvDesc.Format = s_textureFormat[texture.m_textureFormat].m_fmtDsv;
  4306. dsvDesc.ViewDimension = 1 < msaa.Count
  4307. ? D3D11_DSV_DIMENSION_TEXTURE2DMS
  4308. : D3D11_DSV_DIMENSION_TEXTURE2D
  4309. ;
  4310. dsvDesc.Flags = 0;
  4311. dsvDesc.Texture2D.MipSlice = m_attachment[ii].mip;
  4312. DX_CHECK(s_renderD3D11->m_device->CreateDepthStencilView(
  4313. NULL == texture.m_rt ? texture.m_ptr : texture.m_rt
  4314. , &dsvDesc
  4315. , &m_dsv
  4316. ) );
  4317. }
  4318. break;
  4319. case TextureD3D11::TextureCube:
  4320. {
  4321. D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc;
  4322. dsvDesc.Format = s_textureFormat[texture.m_textureFormat].m_fmtDsv;
  4323. if (1 < msaa.Count)
  4324. {
  4325. dsvDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2DMSARRAY;
  4326. dsvDesc.Texture2DMSArray.ArraySize = 1;
  4327. dsvDesc.Texture2DMSArray.FirstArraySlice = m_attachment[ii].layer;
  4328. }
  4329. else
  4330. {
  4331. dsvDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2DARRAY;
  4332. dsvDesc.Texture2DArray.ArraySize = 1;
  4333. dsvDesc.Texture2DArray.FirstArraySlice = m_attachment[ii].layer;
  4334. dsvDesc.Texture2DArray.MipSlice = m_attachment[ii].mip;
  4335. }
  4336. dsvDesc.Flags = 0;
  4337. DX_CHECK(s_renderD3D11->m_device->CreateDepthStencilView(texture.m_ptr, &dsvDesc, &m_dsv) );
  4338. }
  4339. break;
  4340. }
  4341. }
  4342. else
  4343. {
  4344. switch (texture.m_type)
  4345. {
  4346. default:
  4347. case TextureD3D11::Texture2D:
  4348. {
  4349. D3D11_RENDER_TARGET_VIEW_DESC desc;
  4350. desc.Format = s_textureFormat[texture.m_textureFormat].m_fmt;
  4351. if (1 < msaa.Count)
  4352. {
  4353. desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DMS;
  4354. }
  4355. else
  4356. {
  4357. desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
  4358. desc.Texture2D.MipSlice = m_attachment[ii].mip;
  4359. }
  4360. DX_CHECK(s_renderD3D11->m_device->CreateRenderTargetView(
  4361. NULL == texture.m_rt ? texture.m_ptr : texture.m_rt
  4362. , &desc
  4363. , &m_rtv[m_num]
  4364. ) );
  4365. }
  4366. break;
  4367. case TextureD3D11::TextureCube:
  4368. {
  4369. D3D11_RENDER_TARGET_VIEW_DESC desc;
  4370. desc.Format = s_textureFormat[texture.m_textureFormat].m_fmt;
  4371. if (1 < msaa.Count)
  4372. {
  4373. desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DMSARRAY;
  4374. desc.Texture2DMSArray.ArraySize = 1;
  4375. desc.Texture2DMSArray.FirstArraySlice = m_attachment[ii].layer;
  4376. }
  4377. else
  4378. {
  4379. desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DARRAY;
  4380. desc.Texture2DArray.ArraySize = 1;
  4381. desc.Texture2DArray.FirstArraySlice = m_attachment[ii].layer;
  4382. desc.Texture2DArray.MipSlice = m_attachment[ii].mip;
  4383. }
  4384. DX_CHECK(s_renderD3D11->m_device->CreateRenderTargetView(texture.m_ptr, &desc, &m_rtv[m_num]) );
  4385. }
  4386. break;
  4387. case TextureD3D11::Texture3D:
  4388. {
  4389. D3D11_RENDER_TARGET_VIEW_DESC desc;
  4390. desc.Format = s_textureFormat[texture.m_textureFormat].m_fmt;
  4391. desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE3D;
  4392. desc.Texture3D.MipSlice = m_attachment[ii].mip;
  4393. desc.Texture3D.WSize = 1;
  4394. desc.Texture3D.FirstWSlice = m_attachment[ii].layer;
  4395. DX_CHECK(s_renderD3D11->m_device->CreateRenderTargetView(texture.m_ptr, &desc, &m_rtv[m_num]) );
  4396. }
  4397. break;
  4398. }
  4399. DX_CHECK(s_renderD3D11->m_device->CreateShaderResourceView(texture.m_ptr, NULL, &m_srv[m_num]) );
  4400. m_num++;
  4401. }
  4402. }
  4403. }
  4404. }
  4405. }
  4406. void FrameBufferD3D11::resolve()
  4407. {
  4408. if (0 < m_numTh)
  4409. {
  4410. for (uint32_t ii = 0; ii < m_numTh; ++ii)
  4411. {
  4412. TextureHandle handle = m_attachment[ii].handle;
  4413. if (isValid(handle) )
  4414. {
  4415. const TextureD3D11& texture = s_renderD3D11->m_textures[handle.idx];
  4416. texture.resolve();
  4417. }
  4418. }
  4419. }
  4420. }
  4421. void FrameBufferD3D11::clear(const Clear& _clear, const float _palette[][4])
  4422. {
  4423. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  4424. if (BGFX_CLEAR_COLOR & _clear.m_flags)
  4425. {
  4426. if (BGFX_CLEAR_COLOR_USE_PALETTE & _clear.m_flags)
  4427. {
  4428. for (uint32_t ii = 0, num = m_num; ii < num; ++ii)
  4429. {
  4430. uint8_t index = _clear.m_index[ii];
  4431. if (NULL != m_rtv[ii]
  4432. && UINT8_MAX != index)
  4433. {
  4434. deviceCtx->ClearRenderTargetView(m_rtv[ii], _palette[index]);
  4435. }
  4436. }
  4437. }
  4438. else
  4439. {
  4440. float frgba[4] =
  4441. {
  4442. _clear.m_index[0]*1.0f/255.0f,
  4443. _clear.m_index[1]*1.0f/255.0f,
  4444. _clear.m_index[2]*1.0f/255.0f,
  4445. _clear.m_index[3]*1.0f/255.0f,
  4446. };
  4447. for (uint32_t ii = 0, num = m_num; ii < num; ++ii)
  4448. {
  4449. if (NULL != m_rtv[ii])
  4450. {
  4451. deviceCtx->ClearRenderTargetView(m_rtv[ii], frgba);
  4452. }
  4453. }
  4454. }
  4455. }
  4456. if (NULL != m_dsv
  4457. && (BGFX_CLEAR_DEPTH|BGFX_CLEAR_STENCIL) & _clear.m_flags)
  4458. {
  4459. DWORD flags = 0;
  4460. flags |= (_clear.m_flags & BGFX_CLEAR_DEPTH) ? D3D11_CLEAR_DEPTH : 0;
  4461. flags |= (_clear.m_flags & BGFX_CLEAR_STENCIL) ? D3D11_CLEAR_STENCIL : 0;
  4462. deviceCtx->ClearDepthStencilView(m_dsv, flags, _clear.m_depth, _clear.m_stencil);
  4463. }
  4464. }
  4465. void FrameBufferD3D11::set()
  4466. {
  4467. s_renderD3D11->m_deviceCtx->OMSetRenderTargets(m_num, m_rtv, m_dsv);
  4468. m_needPresent = UINT16_MAX != m_denseIdx;
  4469. s_renderD3D11->m_currentColor = m_rtv[0];
  4470. s_renderD3D11->m_currentDepthStencil = m_dsv;
  4471. }
  4472. HRESULT FrameBufferD3D11::present(uint32_t _syncInterval)
  4473. {
  4474. if (m_needPresent)
  4475. {
  4476. HRESULT hr = m_swapChain->Present(_syncInterval, 0);
  4477. hr = !isLost(hr) ? S_OK : hr;
  4478. m_needPresent = false;
  4479. return hr;
  4480. }
  4481. return S_OK;
  4482. }
  4483. void TimerQueryD3D11::postReset()
  4484. {
  4485. ID3D11Device* device = s_renderD3D11->m_device;
  4486. D3D11_QUERY_DESC query;
  4487. query.MiscFlags = 0;
  4488. for (uint32_t ii = 0; ii < BX_COUNTOF(m_frame); ++ii)
  4489. {
  4490. Frame& frame = m_frame[ii];
  4491. query.Query = D3D11_QUERY_TIMESTAMP_DISJOINT;
  4492. DX_CHECK(device->CreateQuery(&query, &frame.m_disjoint) );
  4493. query.Query = D3D11_QUERY_TIMESTAMP;
  4494. DX_CHECK(device->CreateQuery(&query, &frame.m_begin) );
  4495. DX_CHECK(device->CreateQuery(&query, &frame.m_end) );
  4496. }
  4497. m_elapsed = 0;
  4498. m_frequency = 1;
  4499. m_control.reset();
  4500. }
  4501. void TimerQueryD3D11::preReset()
  4502. {
  4503. for (uint32_t ii = 0; ii < BX_COUNTOF(m_frame); ++ii)
  4504. {
  4505. Frame& frame = m_frame[ii];
  4506. DX_RELEASE(frame.m_disjoint, 0);
  4507. DX_RELEASE(frame.m_begin, 0);
  4508. DX_RELEASE(frame.m_end, 0);
  4509. }
  4510. }
  4511. void TimerQueryD3D11::begin()
  4512. {
  4513. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  4514. while (0 == m_control.reserve(1) )
  4515. {
  4516. get();
  4517. }
  4518. Frame& frame = m_frame[m_control.m_current];
  4519. deviceCtx->Begin(frame.m_disjoint);
  4520. deviceCtx->End(frame.m_begin);
  4521. }
  4522. void TimerQueryD3D11::end()
  4523. {
  4524. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  4525. Frame& frame = m_frame[m_control.m_current];
  4526. deviceCtx->End(frame.m_end);
  4527. deviceCtx->End(frame.m_disjoint);
  4528. m_control.commit(1);
  4529. }
  4530. bool TimerQueryD3D11::get()
  4531. {
  4532. if (0 != m_control.available() )
  4533. {
  4534. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  4535. Frame& frame = m_frame[m_control.m_read];
  4536. uint64_t timeEnd;
  4537. HRESULT hr = deviceCtx->GetData(frame.m_end, &timeEnd, sizeof(timeEnd), D3D11_ASYNC_GETDATA_DONOTFLUSH);
  4538. if (S_OK == hr
  4539. || isLost(hr) )
  4540. {
  4541. m_control.consume(1);
  4542. struct D3D11_QUERY_DATA_TIMESTAMP_DISJOINT
  4543. {
  4544. UINT64 Frequency;
  4545. BOOL Disjoint;
  4546. };
  4547. D3D11_QUERY_DATA_TIMESTAMP_DISJOINT disjoint;
  4548. deviceCtx->GetData(frame.m_disjoint, &disjoint, sizeof(disjoint), 0);
  4549. uint64_t timeBegin;
  4550. deviceCtx->GetData(frame.m_begin, &timeBegin, sizeof(timeBegin), 0);
  4551. m_frequency = disjoint.Frequency;
  4552. m_begin = timeBegin;
  4553. m_end = timeEnd;
  4554. m_elapsed = timeEnd - timeBegin;
  4555. return true;
  4556. }
  4557. }
  4558. return false;
  4559. }
  4560. void OcclusionQueryD3D11::postReset()
  4561. {
  4562. ID3D11Device* device = s_renderD3D11->m_device;
  4563. D3D11_QUERY_DESC desc;
  4564. desc.Query = D3D11_QUERY_OCCLUSION;
  4565. desc.MiscFlags = 0;
  4566. for (uint32_t ii = 0; ii < BX_COUNTOF(m_query); ++ii)
  4567. {
  4568. Query& query = m_query[ii];
  4569. DX_CHECK(device->CreateQuery(&desc, &query.m_ptr) );
  4570. }
  4571. }
  4572. void OcclusionQueryD3D11::preReset()
  4573. {
  4574. for (uint32_t ii = 0; ii < BX_COUNTOF(m_query); ++ii)
  4575. {
  4576. Query& query = m_query[ii];
  4577. DX_RELEASE(query.m_ptr, 0);
  4578. }
  4579. }
  4580. void OcclusionQueryD3D11::begin(Frame* _render, OcclusionQueryHandle _handle)
  4581. {
  4582. while (0 == m_control.reserve(1) )
  4583. {
  4584. resolve(_render, true);
  4585. }
  4586. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  4587. Query& query = m_query[m_control.m_current];
  4588. deviceCtx->Begin(query.m_ptr);
  4589. query.m_handle = _handle;
  4590. }
  4591. void OcclusionQueryD3D11::end()
  4592. {
  4593. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  4594. Query& query = m_query[m_control.m_current];
  4595. deviceCtx->End(query.m_ptr);
  4596. m_control.commit(1);
  4597. }
  4598. void OcclusionQueryD3D11::resolve(Frame* _render, bool _wait)
  4599. {
  4600. ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
  4601. while (0 != m_control.available() )
  4602. {
  4603. Query& query = m_query[m_control.m_read];
  4604. if (isValid(query.m_handle) )
  4605. {
  4606. uint64_t result = 0;
  4607. HRESULT hr = deviceCtx->GetData(query.m_ptr, &result, sizeof(result), _wait ? 0 : D3D11_ASYNC_GETDATA_DONOTFLUSH);
  4608. if (S_FALSE == hr)
  4609. {
  4610. break;
  4611. }
  4612. _render->m_occlusion[query.m_handle.idx] = int32_t(result);
  4613. }
  4614. m_control.consume(1);
  4615. }
  4616. }
  4617. void OcclusionQueryD3D11::invalidate(OcclusionQueryHandle _handle)
  4618. {
  4619. const uint32_t size = m_control.m_size;
  4620. for (uint32_t ii = 0, num = m_control.available(); ii < num; ++ii)
  4621. {
  4622. Query& query = m_query[(m_control.m_read + ii) % size];
  4623. if (query.m_handle.idx == _handle.idx)
  4624. {
  4625. query.m_handle.idx = bgfx::invalidHandle;
  4626. }
  4627. }
  4628. }
  4629. void RendererContextD3D11::submitBlit(BlitState& _bs, uint16_t _view)
  4630. {
  4631. ID3D11DeviceContext* deviceCtx = m_deviceCtx;
  4632. while (_bs.hasItem(_view) )
  4633. {
  4634. const BlitItem& blit = _bs.advance();
  4635. const TextureD3D11& src = m_textures[blit.m_src.idx];
  4636. const TextureD3D11& dst = m_textures[blit.m_dst.idx];
  4637. uint32_t srcWidth = bx::uint32_min(src.m_width, blit.m_srcX + blit.m_width) - blit.m_srcX;
  4638. uint32_t srcHeight = bx::uint32_min(src.m_height, blit.m_srcY + blit.m_height) - blit.m_srcY;
  4639. uint32_t srcDepth = bx::uint32_min(src.m_depth, blit.m_srcZ + blit.m_depth) - blit.m_srcZ;
  4640. uint32_t dstWidth = bx::uint32_min(dst.m_width, blit.m_dstX + blit.m_width) - blit.m_dstX;
  4641. uint32_t dstHeight = bx::uint32_min(dst.m_height, blit.m_dstY + blit.m_height) - blit.m_dstY;
  4642. uint32_t dstDepth = bx::uint32_min(dst.m_depth, blit.m_dstZ + blit.m_depth) - blit.m_dstZ;
  4643. uint32_t width = bx::uint32_min(srcWidth, dstWidth);
  4644. uint32_t height = bx::uint32_min(srcHeight, dstHeight);
  4645. uint32_t depth = bx::uint32_min(srcDepth, dstDepth);
  4646. if (TextureD3D11::Texture3D == src.m_type)
  4647. {
  4648. D3D11_BOX box;
  4649. box.left = blit.m_srcX;
  4650. box.top = blit.m_srcY;
  4651. box.front = blit.m_srcZ;
  4652. box.right = blit.m_srcX + width;
  4653. box.bottom = blit.m_srcY + height;;
  4654. box.back = blit.m_srcZ + bx::uint32_imax(1, depth);
  4655. deviceCtx->CopySubresourceRegion(dst.m_ptr
  4656. , blit.m_dstMip
  4657. , blit.m_dstX
  4658. , blit.m_dstY
  4659. , blit.m_dstZ
  4660. , src.m_ptr
  4661. , blit.m_srcMip
  4662. , &box
  4663. );
  4664. }
  4665. else
  4666. {
  4667. bool depthStencil = bimg::isDepth(bimg::TextureFormat::Enum(src.m_textureFormat) );
  4668. BX_CHECK(!depthStencil
  4669. || (width == src.m_width && height == src.m_height)
  4670. , "When blitting depthstencil surface, source resolution must match destination."
  4671. );
  4672. D3D11_BOX box;
  4673. box.left = blit.m_srcX;
  4674. box.top = blit.m_srcY;
  4675. box.front = 0;
  4676. box.right = blit.m_srcX + width;
  4677. box.bottom = blit.m_srcY + height;
  4678. box.back = 1;
  4679. const uint32_t srcZ = TextureD3D11::TextureCube == src.m_type
  4680. ? blit.m_srcZ
  4681. : 0
  4682. ;
  4683. const uint32_t dstZ = TextureD3D11::TextureCube == dst.m_type
  4684. ? blit.m_dstZ
  4685. : 0
  4686. ;
  4687. deviceCtx->CopySubresourceRegion(dst.m_ptr
  4688. , dstZ*dst.m_numMips+blit.m_dstMip
  4689. , blit.m_dstX
  4690. , blit.m_dstY
  4691. , 0
  4692. , src.m_ptr
  4693. , srcZ*src.m_numMips+blit.m_srcMip
  4694. , depthStencil ? NULL : &box
  4695. );
  4696. }
  4697. }
  4698. }
  4699. void RendererContextD3D11::submit(Frame* _render, ClearQuad& _clearQuad, TextVideoMemBlitter& _textVideoMemBlitter)
  4700. {
  4701. if (m_lost
  4702. || updateResolution(_render->m_resolution) )
  4703. {
  4704. return;
  4705. }
  4706. if (_render->m_capture)
  4707. {
  4708. renderDocTriggerCapture();
  4709. }
  4710. PIX_BEGINEVENT(D3DCOLOR_FRAME, L"rendererSubmit");
  4711. BGFX_GPU_PROFILER_BEGIN_DYNAMIC("rendererSubmit");
  4712. ID3D11DeviceContext* deviceCtx = m_deviceCtx;
  4713. int64_t elapsed = -bx::getHPCounter();
  4714. int64_t captureElapsed = 0;
  4715. if (m_timerQuerySupport)
  4716. {
  4717. m_gpuTimer.begin();
  4718. }
  4719. if (0 < _render->m_iboffset)
  4720. {
  4721. TransientIndexBuffer* ib = _render->m_transientIb;
  4722. m_indexBuffers[ib->handle.idx].update(0, _render->m_iboffset, ib->data, true);
  4723. }
  4724. if (0 < _render->m_vboffset)
  4725. {
  4726. TransientVertexBuffer* vb = _render->m_transientVb;
  4727. m_vertexBuffers[vb->handle.idx].update(0, _render->m_vboffset, vb->data, true);
  4728. }
  4729. _render->sort();
  4730. RenderDraw currentState;
  4731. currentState.clear();
  4732. currentState.m_stateFlags = BGFX_STATE_NONE;
  4733. currentState.m_stencil = packStencil(BGFX_STENCIL_NONE, BGFX_STENCIL_NONE);
  4734. RenderBind currentBind;
  4735. currentBind.clear();
  4736. _render->m_hmdInitialized = m_ovr.isInitialized();
  4737. const bool hmdEnabled = m_ovr.isEnabled();
  4738. static ViewState viewState;
  4739. viewState.reset(_render, hmdEnabled);
  4740. bool wireframe = !!(_render->m_debug&BGFX_DEBUG_WIREFRAME);
  4741. bool scissorEnabled = false;
  4742. setDebugWireframe(wireframe);
  4743. uint16_t programIdx = invalidHandle;
  4744. SortKey key;
  4745. uint16_t view = UINT16_MAX;
  4746. FrameBufferHandle fbh = { BGFX_CONFIG_MAX_FRAME_BUFFERS };
  4747. BlitState bs(_render);
  4748. const uint64_t primType = _render->m_debug&BGFX_DEBUG_WIREFRAME ? BGFX_STATE_PT_LINES : 0;
  4749. uint8_t primIndex = uint8_t(primType >> BGFX_STATE_PT_SHIFT);
  4750. PrimInfo prim = s_primInfo[primIndex];
  4751. deviceCtx->IASetPrimitiveTopology(prim.m_type);
  4752. bool wasCompute = false;
  4753. bool viewHasScissor = false;
  4754. Rect viewScissorRect;
  4755. viewScissorRect.clear();
  4756. uint32_t statsNumPrimsSubmitted[BX_COUNTOF(s_primInfo)] = {};
  4757. uint32_t statsNumPrimsRendered[BX_COUNTOF(s_primInfo)] = {};
  4758. uint32_t statsNumInstances[BX_COUNTOF(s_primInfo)] = {};
  4759. uint32_t statsNumDrawIndirect[BX_COUNTOF(s_primInfo)] = {};
  4760. uint32_t statsNumIndices = 0;
  4761. uint32_t statsKeyType[2] = {};
  4762. m_occlusionQuery.resolve(_render);
  4763. if (0 == (_render->m_debug&BGFX_DEBUG_IFH) )
  4764. {
  4765. // reset the framebuffer to be the backbuffer; depending on the swap effect,
  4766. // if we don't do this we'll only see one frame of output and then nothing
  4767. FrameBufferHandle invalid = BGFX_INVALID_HANDLE;
  4768. setFrameBuffer(invalid, true, false);
  4769. bool viewRestart = false;
  4770. uint8_t eye = 0;
  4771. uint8_t restartState = 0;
  4772. viewState.m_rect = _render->m_rect[0];
  4773. int32_t numItems = _render->m_num;
  4774. for (int32_t item = 0, restartItem = numItems; item < numItems || restartItem < numItems;)
  4775. {
  4776. const uint64_t encodedKey = _render->m_sortKeys[item];
  4777. const bool isCompute = key.decode(encodedKey, _render->m_viewRemap);
  4778. statsKeyType[isCompute]++;
  4779. const bool viewChanged = 0
  4780. || key.m_view != view
  4781. || item == numItems
  4782. ;
  4783. const uint32_t itemIdx = _render->m_sortValues[item];
  4784. const RenderItem& renderItem = _render->m_renderItem[itemIdx];
  4785. const RenderBind& renderBind = _render->m_renderItemBind[itemIdx];
  4786. ++item;
  4787. if (viewChanged)
  4788. {
  4789. if (1 == restartState)
  4790. {
  4791. restartState = 2;
  4792. item = restartItem;
  4793. restartItem = numItems;
  4794. view = UINT16_MAX;
  4795. continue;
  4796. }
  4797. view = key.m_view;
  4798. programIdx = invalidHandle;
  4799. if (_render->m_fb[view].idx != fbh.idx)
  4800. {
  4801. fbh = _render->m_fb[view];
  4802. setFrameBuffer(fbh);
  4803. }
  4804. viewRestart = ( (BGFX_VIEW_STEREO == (_render->m_viewFlags[view] & BGFX_VIEW_STEREO) ) );
  4805. viewRestart &= hmdEnabled;
  4806. if (viewRestart)
  4807. {
  4808. if (0 == restartState)
  4809. {
  4810. restartState = 1;
  4811. restartItem = item - 1;
  4812. }
  4813. eye = (restartState - 1) & 1;
  4814. restartState &= 1;
  4815. }
  4816. else
  4817. {
  4818. eye = 0;
  4819. }
  4820. PIX_ENDEVENT();
  4821. if (item > 1)
  4822. {
  4823. BGFX_GPU_PROFILER_END();
  4824. BGFX_PROFILER_END();
  4825. }
  4826. BGFX_PROFILER_BEGIN_DYNAMIC(s_viewName[view]);
  4827. BGFX_GPU_PROFILER_BEGIN_DYNAMIC(s_viewName[view]);
  4828. viewState.m_rect = _render->m_rect[view];
  4829. if (viewRestart)
  4830. {
  4831. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  4832. {
  4833. wchar_t* viewNameW = s_viewNameW[view];
  4834. viewNameW[3] = L' ';
  4835. viewNameW[4] = eye ? L'R' : L'L';
  4836. PIX_BEGINEVENT(0 == ( (view*2+eye)&1)
  4837. ? D3DCOLOR_VIEW_L
  4838. : D3DCOLOR_VIEW_R
  4839. , viewNameW
  4840. );
  4841. }
  4842. if (m_ovr.isEnabled() )
  4843. {
  4844. m_ovr.getViewport(eye, &viewState.m_rect);
  4845. }
  4846. else
  4847. {
  4848. viewState.m_rect.m_x = eye * (viewState.m_rect.m_width+1)/2;
  4849. viewState.m_rect.m_width /= 2;
  4850. }
  4851. }
  4852. else
  4853. {
  4854. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  4855. {
  4856. wchar_t* viewNameW = s_viewNameW[view];
  4857. viewNameW[3] = L' ';
  4858. viewNameW[4] = L' ';
  4859. PIX_BEGINEVENT(D3DCOLOR_VIEW, viewNameW);
  4860. }
  4861. }
  4862. const Rect& scissorRect = _render->m_scissor[view];
  4863. viewHasScissor = !scissorRect.isZero();
  4864. viewScissorRect = viewHasScissor ? scissorRect : viewState.m_rect;
  4865. D3D11_VIEWPORT vp;
  4866. vp.TopLeftX = viewState.m_rect.m_x;
  4867. vp.TopLeftY = viewState.m_rect.m_y;
  4868. vp.Width = viewState.m_rect.m_width;
  4869. vp.Height = viewState.m_rect.m_height;
  4870. vp.MinDepth = 0.0f;
  4871. vp.MaxDepth = 1.0f;
  4872. deviceCtx->RSSetViewports(1, &vp);
  4873. Clear& clr = _render->m_clear[view];
  4874. if (BGFX_CLEAR_NONE != (clr.m_flags & BGFX_CLEAR_MASK) )
  4875. {
  4876. clearQuad(_clearQuad, viewState.m_rect, clr, _render->m_colorPalette);
  4877. prim = s_primInfo[BX_COUNTOF(s_primName)]; // Force primitive type update after clear quad.
  4878. }
  4879. submitBlit(bs, view);
  4880. }
  4881. if (isCompute)
  4882. {
  4883. if (!wasCompute)
  4884. {
  4885. wasCompute = true;
  4886. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  4887. {
  4888. wchar_t* viewNameW = s_viewNameW[view];
  4889. viewNameW[3] = L'C';
  4890. PIX_ENDEVENT();
  4891. PIX_BEGINEVENT(D3DCOLOR_COMPUTE, viewNameW);
  4892. }
  4893. deviceCtx->IASetVertexBuffers(0, 2, s_zero.m_buffer, s_zero.m_zero, s_zero.m_zero);
  4894. deviceCtx->IASetIndexBuffer(NULL, DXGI_FORMAT_R16_UINT, 0);
  4895. deviceCtx->VSSetShaderResources(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, s_zero.m_srv);
  4896. deviceCtx->PSSetShaderResources(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, s_zero.m_srv);
  4897. deviceCtx->VSSetSamplers(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, s_zero.m_sampler);
  4898. deviceCtx->PSSetSamplers(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, s_zero.m_sampler);
  4899. }
  4900. const RenderCompute& compute = renderItem.compute;
  4901. if (0 != eye
  4902. && BGFX_SUBMIT_EYE_LEFT == (compute.m_submitFlags&BGFX_SUBMIT_EYE_MASK) )
  4903. {
  4904. continue;
  4905. }
  4906. bool programChanged = false;
  4907. bool constantsChanged = compute.m_constBegin < compute.m_constEnd;
  4908. rendererUpdateUniforms(this, _render->m_uniformBuffer, compute.m_constBegin, compute.m_constEnd);
  4909. if (key.m_program != programIdx)
  4910. {
  4911. programIdx = key.m_program;
  4912. ProgramD3D11& program = m_program[key.m_program];
  4913. m_currentProgram = &program;
  4914. deviceCtx->CSSetShader(program.m_vsh->m_computeShader, NULL, 0);
  4915. deviceCtx->CSSetConstantBuffers(0, 1, &program.m_vsh->m_buffer);
  4916. programChanged =
  4917. constantsChanged = true;
  4918. }
  4919. if (invalidHandle != programIdx)
  4920. {
  4921. ProgramD3D11& program = m_program[programIdx];
  4922. if (constantsChanged)
  4923. {
  4924. UniformBuffer* vcb = program.m_vsh->m_constantBuffer;
  4925. if (NULL != vcb)
  4926. {
  4927. commit(*vcb);
  4928. }
  4929. }
  4930. viewState.setPredefined<4>(this, view, eye, program, _render, compute);
  4931. if (constantsChanged
  4932. || program.m_numPredefined > 0)
  4933. {
  4934. commitShaderConstants();
  4935. }
  4936. }
  4937. BX_UNUSED(programChanged);
  4938. ID3D11UnorderedAccessView* uav[BGFX_MAX_COMPUTE_BINDINGS] = {};
  4939. ID3D11ShaderResourceView* srv[BGFX_MAX_COMPUTE_BINDINGS] = {};
  4940. ID3D11SamplerState* sampler[BGFX_MAX_COMPUTE_BINDINGS] = {};
  4941. for (uint32_t ii = 0; ii < BGFX_MAX_COMPUTE_BINDINGS; ++ii)
  4942. {
  4943. const Binding& bind = renderBind.m_bind[ii];
  4944. if (invalidHandle != bind.m_idx)
  4945. {
  4946. switch (bind.m_type)
  4947. {
  4948. case Binding::Image:
  4949. {
  4950. TextureD3D11& texture = m_textures[bind.m_idx];
  4951. if (Access::Read != bind.m_un.m_compute.m_access)
  4952. {
  4953. uav[ii] = 0 == bind.m_un.m_compute.m_mip
  4954. ? texture.m_uav
  4955. : s_renderD3D11->getCachedUav(texture.getHandle(), bind.m_un.m_compute.m_mip)
  4956. ;
  4957. }
  4958. else
  4959. {
  4960. srv[ii] = 0 == bind.m_un.m_compute.m_mip
  4961. ? texture.m_srv
  4962. : s_renderD3D11->getCachedSrv(texture.getHandle(), bind.m_un.m_compute.m_mip)
  4963. ;
  4964. sampler[ii] = s_renderD3D11->getSamplerState(texture.m_flags, NULL);
  4965. }
  4966. }
  4967. break;
  4968. case Binding::IndexBuffer:
  4969. case Binding::VertexBuffer:
  4970. {
  4971. const BufferD3D11& buffer = Binding::IndexBuffer == bind.m_type
  4972. ? m_indexBuffers[bind.m_idx]
  4973. : m_vertexBuffers[bind.m_idx]
  4974. ;
  4975. if (Access::Read != bind.m_un.m_compute.m_access)
  4976. {
  4977. uav[ii] = buffer.m_uav;
  4978. }
  4979. else
  4980. {
  4981. srv[ii] = buffer.m_srv;
  4982. }
  4983. }
  4984. break;
  4985. }
  4986. }
  4987. }
  4988. deviceCtx->CSSetUnorderedAccessViews(0, BX_COUNTOF(uav), uav, NULL);
  4989. deviceCtx->CSSetShaderResources(0, BX_COUNTOF(srv), srv);
  4990. deviceCtx->CSSetSamplers(0, BX_COUNTOF(sampler), sampler);
  4991. if (isValid(compute.m_indirectBuffer) )
  4992. {
  4993. const VertexBufferD3D11& vb = m_vertexBuffers[compute.m_indirectBuffer.idx];
  4994. ID3D11Buffer* ptr = vb.m_ptr;
  4995. uint32_t numDrawIndirect = UINT16_MAX == compute.m_numIndirect
  4996. ? vb.m_size/BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  4997. : compute.m_numIndirect
  4998. ;
  4999. uint32_t args = compute.m_startIndirect * BGFX_CONFIG_DRAW_INDIRECT_STRIDE;
  5000. for (uint32_t ii = 0; ii < numDrawIndirect; ++ii)
  5001. {
  5002. deviceCtx->DispatchIndirect(ptr, args);
  5003. args += BGFX_CONFIG_DRAW_INDIRECT_STRIDE;
  5004. }
  5005. }
  5006. else
  5007. {
  5008. deviceCtx->Dispatch(compute.m_numX, compute.m_numY, compute.m_numZ);
  5009. }
  5010. continue;
  5011. }
  5012. bool resetState = viewChanged || wasCompute;
  5013. if (wasCompute)
  5014. {
  5015. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  5016. {
  5017. wchar_t* viewNameW = s_viewNameW[view];
  5018. viewNameW[3] = L' ';
  5019. PIX_ENDEVENT();
  5020. PIX_BEGINEVENT(D3DCOLOR_DRAW, viewNameW);
  5021. }
  5022. programIdx = invalidHandle;
  5023. m_currentProgram = NULL;
  5024. invalidateCompute();
  5025. }
  5026. const RenderDraw& draw = renderItem.draw;
  5027. const bool hasOcclusionQuery = 0 != (draw.m_stateFlags & BGFX_STATE_INTERNAL_OCCLUSION_QUERY);
  5028. if (isValid(draw.m_occlusionQuery)
  5029. && !hasOcclusionQuery
  5030. && !isVisible(_render, draw.m_occlusionQuery, 0 != (draw.m_submitFlags&BGFX_SUBMIT_INTERNAL_OCCLUSION_VISIBLE) ) )
  5031. {
  5032. continue;
  5033. }
  5034. const uint64_t newFlags = draw.m_stateFlags;
  5035. uint64_t changedFlags = currentState.m_stateFlags ^ draw.m_stateFlags;
  5036. changedFlags |= currentState.m_rgba != draw.m_rgba ? BGFX_D3D11_BLEND_STATE_MASK : 0;
  5037. currentState.m_stateFlags = newFlags;
  5038. const uint64_t newStencil = draw.m_stencil;
  5039. uint64_t changedStencil = currentState.m_stencil ^ draw.m_stencil;
  5040. changedFlags |= 0 != changedStencil ? BGFX_D3D11_DEPTH_STENCIL_MASK : 0;
  5041. currentState.m_stencil = newStencil;
  5042. if (resetState)
  5043. {
  5044. wasCompute = false;
  5045. currentState.clear();
  5046. currentState.m_scissor = !draw.m_scissor;
  5047. changedFlags = BGFX_STATE_MASK;
  5048. changedStencil = packStencil(BGFX_STENCIL_MASK, BGFX_STENCIL_MASK);
  5049. currentState.m_stateFlags = newFlags;
  5050. currentState.m_stencil = newStencil;
  5051. currentBind.clear();
  5052. setBlendState(newFlags);
  5053. setDepthStencilState(newFlags, packStencil(BGFX_STENCIL_DEFAULT, BGFX_STENCIL_DEFAULT) );
  5054. const uint64_t pt = newFlags&BGFX_STATE_PT_MASK;
  5055. primIndex = uint8_t(pt>>BGFX_STATE_PT_SHIFT);
  5056. }
  5057. if (prim.m_type != s_primInfo[primIndex].m_type)
  5058. {
  5059. prim = s_primInfo[primIndex];
  5060. deviceCtx->IASetPrimitiveTopology(prim.m_type);
  5061. }
  5062. uint16_t scissor = draw.m_scissor;
  5063. if (currentState.m_scissor != scissor)
  5064. {
  5065. currentState.m_scissor = scissor;
  5066. if (UINT16_MAX == scissor)
  5067. {
  5068. scissorEnabled = viewHasScissor;
  5069. if (viewHasScissor)
  5070. {
  5071. D3D11_RECT rc;
  5072. rc.left = viewScissorRect.m_x;
  5073. rc.top = viewScissorRect.m_y;
  5074. rc.right = viewScissorRect.m_x + viewScissorRect.m_width;
  5075. rc.bottom = viewScissorRect.m_y + viewScissorRect.m_height;
  5076. deviceCtx->RSSetScissorRects(1, &rc);
  5077. }
  5078. }
  5079. else
  5080. {
  5081. Rect scissorRect;
  5082. scissorRect.setIntersect(viewScissorRect, _render->m_rectCache.m_cache[scissor]);
  5083. if (scissorRect.isZeroArea() )
  5084. {
  5085. continue;
  5086. }
  5087. scissorEnabled = true;
  5088. D3D11_RECT rc;
  5089. rc.left = scissorRect.m_x;
  5090. rc.top = scissorRect.m_y;
  5091. rc.right = scissorRect.m_x + scissorRect.m_width;
  5092. rc.bottom = scissorRect.m_y + scissorRect.m_height;
  5093. deviceCtx->RSSetScissorRects(1, &rc);
  5094. }
  5095. setRasterizerState(newFlags, wireframe, scissorEnabled);
  5096. }
  5097. if (BGFX_D3D11_DEPTH_STENCIL_MASK & changedFlags)
  5098. {
  5099. setDepthStencilState(newFlags, newStencil);
  5100. }
  5101. if (BGFX_D3D11_BLEND_STATE_MASK & changedFlags)
  5102. {
  5103. setBlendState(newFlags, draw.m_rgba);
  5104. currentState.m_rgba = draw.m_rgba;
  5105. }
  5106. if ( (0
  5107. | BGFX_STATE_CULL_MASK
  5108. | BGFX_STATE_ALPHA_REF_MASK
  5109. | BGFX_STATE_PT_MASK
  5110. | BGFX_STATE_POINT_SIZE_MASK
  5111. | BGFX_STATE_MSAA
  5112. | BGFX_STATE_LINEAA
  5113. | BGFX_STATE_CONSERVATIVE_RASTER
  5114. ) & changedFlags)
  5115. {
  5116. if ( (0
  5117. | BGFX_STATE_CULL_MASK
  5118. | BGFX_STATE_MSAA
  5119. | BGFX_STATE_LINEAA
  5120. | BGFX_STATE_CONSERVATIVE_RASTER
  5121. ) & changedFlags)
  5122. {
  5123. setRasterizerState(newFlags, wireframe, scissorEnabled);
  5124. }
  5125. if (BGFX_STATE_ALPHA_REF_MASK & changedFlags)
  5126. {
  5127. uint32_t ref = (newFlags&BGFX_STATE_ALPHA_REF_MASK)>>BGFX_STATE_ALPHA_REF_SHIFT;
  5128. viewState.m_alphaRef = ref/255.0f;
  5129. }
  5130. const uint64_t pt = newFlags&BGFX_STATE_PT_MASK;
  5131. primIndex = uint8_t(pt>>BGFX_STATE_PT_SHIFT);
  5132. if (prim.m_type != s_primInfo[primIndex].m_type)
  5133. {
  5134. prim = s_primInfo[primIndex];
  5135. deviceCtx->IASetPrimitiveTopology(prim.m_type);
  5136. }
  5137. }
  5138. bool programChanged = false;
  5139. bool constantsChanged = draw.m_constBegin < draw.m_constEnd;
  5140. rendererUpdateUniforms(this, _render->m_uniformBuffer, draw.m_constBegin, draw.m_constEnd);
  5141. if (key.m_program != programIdx)
  5142. {
  5143. programIdx = key.m_program;
  5144. if (invalidHandle == programIdx)
  5145. {
  5146. m_currentProgram = NULL;
  5147. deviceCtx->VSSetShader(NULL, NULL, 0);
  5148. deviceCtx->PSSetShader(NULL, NULL, 0);
  5149. }
  5150. else
  5151. {
  5152. ProgramD3D11& program = m_program[programIdx];
  5153. m_currentProgram = &program;
  5154. const ShaderD3D11* vsh = program.m_vsh;
  5155. deviceCtx->VSSetShader(vsh->m_vertexShader, NULL, 0);
  5156. deviceCtx->VSSetConstantBuffers(0, 1, &vsh->m_buffer);
  5157. const ShaderD3D11* fsh = program.m_fsh;
  5158. if (NULL != m_currentColor
  5159. || fsh->m_hasDepthOp)
  5160. {
  5161. deviceCtx->PSSetShader(fsh->m_pixelShader, NULL, 0);
  5162. deviceCtx->PSSetConstantBuffers(0, 1, &fsh->m_buffer);
  5163. }
  5164. else
  5165. {
  5166. deviceCtx->PSSetShader(NULL, NULL, 0);
  5167. }
  5168. }
  5169. programChanged =
  5170. constantsChanged = true;
  5171. }
  5172. if (invalidHandle != programIdx)
  5173. {
  5174. ProgramD3D11& program = m_program[programIdx];
  5175. if (constantsChanged)
  5176. {
  5177. UniformBuffer* vcb = program.m_vsh->m_constantBuffer;
  5178. if (NULL != vcb)
  5179. {
  5180. commit(*vcb);
  5181. }
  5182. UniformBuffer* fcb = program.m_fsh->m_constantBuffer;
  5183. if (NULL != fcb)
  5184. {
  5185. commit(*fcb);
  5186. }
  5187. }
  5188. viewState.setPredefined<4>(this, view, eye, program, _render, draw);
  5189. if (constantsChanged
  5190. || program.m_numPredefined > 0)
  5191. {
  5192. commitShaderConstants();
  5193. }
  5194. }
  5195. {
  5196. uint32_t changes = 0;
  5197. for (uint8_t stage = 0; stage < BGFX_CONFIG_MAX_TEXTURE_SAMPLERS; ++stage)
  5198. {
  5199. const Binding& bind = renderBind.m_bind[stage];
  5200. Binding& current = currentBind.m_bind[stage];
  5201. if (current.m_idx != bind.m_idx
  5202. || current.m_type != bind.m_type
  5203. || current.m_un.m_draw.m_textureFlags != bind.m_un.m_draw.m_textureFlags
  5204. || programChanged)
  5205. {
  5206. if (invalidHandle != bind.m_idx)
  5207. {
  5208. switch (bind.m_type)
  5209. {
  5210. case Binding::Texture:
  5211. {
  5212. TextureD3D11& texture = m_textures[bind.m_idx];
  5213. texture.commit(stage, bind.m_un.m_draw.m_textureFlags, _render->m_colorPalette);
  5214. }
  5215. break;
  5216. case Binding::IndexBuffer:
  5217. case Binding::VertexBuffer:
  5218. {
  5219. const BufferD3D11& buffer = Binding::IndexBuffer == bind.m_type
  5220. ? m_indexBuffers[bind.m_idx]
  5221. : m_vertexBuffers[bind.m_idx]
  5222. ;
  5223. m_textureStage.m_srv[stage] = buffer.m_srv;
  5224. m_textureStage.m_sampler[stage] = NULL;
  5225. }
  5226. break;
  5227. }
  5228. }
  5229. else
  5230. {
  5231. m_textureStage.m_srv[stage] = NULL;
  5232. m_textureStage.m_sampler[stage] = NULL;
  5233. }
  5234. ++changes;
  5235. }
  5236. current = bind;
  5237. }
  5238. if (0 < changes)
  5239. {
  5240. commitTextureStage();
  5241. }
  5242. }
  5243. bool vertexStreamChanged = hasVertexStreamChanged(currentState, draw);
  5244. if (programChanged
  5245. || vertexStreamChanged)
  5246. {
  5247. currentState.m_streamMask = draw.m_streamMask;
  5248. currentState.m_instanceDataBuffer.idx = draw.m_instanceDataBuffer.idx;
  5249. currentState.m_instanceDataOffset = draw.m_instanceDataOffset;
  5250. currentState.m_instanceDataStride = draw.m_instanceDataStride;
  5251. ID3D11Buffer* buffers[BGFX_CONFIG_MAX_VERTEX_STREAMS];
  5252. uint32_t strides[BGFX_CONFIG_MAX_VERTEX_STREAMS];
  5253. uint32_t offsets[BGFX_CONFIG_MAX_VERTEX_STREAMS];
  5254. const VertexDecl* decls[BGFX_CONFIG_MAX_VERTEX_STREAMS];
  5255. uint32_t numVertices = draw.m_numVertices;
  5256. uint8_t numStreams = 0;
  5257. for (uint32_t idx = 0, streamMask = draw.m_streamMask, ntz = bx::uint32_cnttz(streamMask)
  5258. ; 0 != streamMask
  5259. ; streamMask >>= 1, idx += 1, ntz = bx::uint32_cnttz(streamMask), ++numStreams
  5260. )
  5261. {
  5262. streamMask >>= ntz;
  5263. idx += ntz;
  5264. currentState.m_stream[idx].m_decl = draw.m_stream[idx].m_decl;
  5265. currentState.m_stream[idx].m_handle = draw.m_stream[idx].m_handle;
  5266. currentState.m_stream[idx].m_startVertex = draw.m_stream[idx].m_startVertex;
  5267. uint16_t handle = draw.m_stream[idx].m_handle.idx;
  5268. const VertexBufferD3D11& vb = m_vertexBuffers[handle];
  5269. uint16_t decl = !isValid(vb.m_decl) ? draw.m_stream[idx].m_decl.idx : vb.m_decl.idx;
  5270. const VertexDecl& vertexDecl = m_vertexDecls[decl];
  5271. uint32_t stride = vertexDecl.m_stride;
  5272. buffers[numStreams] = vb.m_ptr;
  5273. strides[numStreams] = stride;
  5274. offsets[numStreams] = draw.m_stream[idx].m_startVertex * stride;
  5275. decls[numStreams] = &vertexDecl;
  5276. numVertices = bx::uint32_min(UINT32_MAX == draw.m_numVertices
  5277. ? vb.m_size/stride
  5278. : draw.m_numVertices
  5279. , numVertices
  5280. );
  5281. }
  5282. currentState.m_numVertices = numVertices;
  5283. if (0 < numStreams)
  5284. {
  5285. deviceCtx->IASetVertexBuffers(0, numStreams, buffers, strides, offsets);
  5286. if (isValid(draw.m_instanceDataBuffer) )
  5287. {
  5288. const VertexBufferD3D11& inst = m_vertexBuffers[draw.m_instanceDataBuffer.idx];
  5289. uint32_t instStride = draw.m_instanceDataStride;
  5290. deviceCtx->IASetVertexBuffers(numStreams, 1, &inst.m_ptr, &instStride, &draw.m_instanceDataOffset);
  5291. setInputLayout(numStreams, decls, m_program[programIdx], draw.m_instanceDataStride/16);
  5292. }
  5293. else
  5294. {
  5295. deviceCtx->IASetVertexBuffers(numStreams, 1, s_zero.m_buffer, s_zero.m_zero, s_zero.m_zero);
  5296. setInputLayout(numStreams, decls, m_program[programIdx], 0);
  5297. }
  5298. }
  5299. else
  5300. {
  5301. deviceCtx->IASetVertexBuffers(0, 1, s_zero.m_buffer, s_zero.m_zero, s_zero.m_zero);
  5302. }
  5303. }
  5304. if (currentState.m_indexBuffer.idx != draw.m_indexBuffer.idx)
  5305. {
  5306. currentState.m_indexBuffer = draw.m_indexBuffer;
  5307. uint16_t handle = draw.m_indexBuffer.idx;
  5308. if (invalidHandle != handle)
  5309. {
  5310. const IndexBufferD3D11& ib = m_indexBuffers[handle];
  5311. deviceCtx->IASetIndexBuffer(ib.m_ptr
  5312. , 0 == (ib.m_flags & BGFX_BUFFER_INDEX32) ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT
  5313. , 0
  5314. );
  5315. }
  5316. else
  5317. {
  5318. deviceCtx->IASetIndexBuffer(NULL, DXGI_FORMAT_R16_UINT, 0);
  5319. }
  5320. }
  5321. if (0 != currentState.m_streamMask)
  5322. {
  5323. uint32_t numVertices = currentState.m_numVertices;
  5324. uint32_t numIndices = 0;
  5325. uint32_t numPrimsSubmitted = 0;
  5326. uint32_t numInstances = 0;
  5327. uint32_t numPrimsRendered = 0;
  5328. uint32_t numDrawIndirect = 0;
  5329. if (hasOcclusionQuery)
  5330. {
  5331. m_occlusionQuery.begin(_render, draw.m_occlusionQuery);
  5332. }
  5333. if (isValid(draw.m_indirectBuffer) )
  5334. {
  5335. const VertexBufferD3D11& vb = m_vertexBuffers[draw.m_indirectBuffer.idx];
  5336. ID3D11Buffer* ptr = vb.m_ptr;
  5337. if (isValid(draw.m_indexBuffer) )
  5338. {
  5339. numDrawIndirect = UINT16_MAX == draw.m_numIndirect
  5340. ? vb.m_size/BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  5341. : draw.m_numIndirect
  5342. ;
  5343. multiDrawIndexedInstancedIndirect(numDrawIndirect
  5344. , ptr
  5345. , draw.m_startIndirect * BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  5346. , BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  5347. );
  5348. }
  5349. else
  5350. {
  5351. numDrawIndirect = UINT16_MAX == draw.m_numIndirect
  5352. ? vb.m_size/BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  5353. : draw.m_numIndirect
  5354. ;
  5355. multiDrawInstancedIndirect(numDrawIndirect
  5356. , ptr
  5357. , draw.m_startIndirect * BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  5358. , BGFX_CONFIG_DRAW_INDIRECT_STRIDE
  5359. );
  5360. }
  5361. }
  5362. else
  5363. {
  5364. if (isValid(draw.m_indexBuffer) )
  5365. {
  5366. if (UINT32_MAX == draw.m_numIndices)
  5367. {
  5368. const IndexBufferD3D11& ib = m_indexBuffers[draw.m_indexBuffer.idx];
  5369. const uint32_t indexSize = 0 == (ib.m_flags & BGFX_BUFFER_INDEX32) ? 2 : 4;
  5370. numIndices = ib.m_size/indexSize;
  5371. numPrimsSubmitted = numIndices/prim.m_div - prim.m_sub;
  5372. numInstances = draw.m_numInstances;
  5373. numPrimsRendered = numPrimsSubmitted*draw.m_numInstances;
  5374. if (numInstances > 1)
  5375. {
  5376. deviceCtx->DrawIndexedInstanced(numIndices
  5377. , draw.m_numInstances
  5378. , 0
  5379. , 0
  5380. , 0
  5381. );
  5382. }
  5383. else
  5384. {
  5385. deviceCtx->DrawIndexed(numIndices
  5386. , 0
  5387. , 0
  5388. );
  5389. }
  5390. }
  5391. else if (prim.m_min <= draw.m_numIndices)
  5392. {
  5393. numIndices = draw.m_numIndices;
  5394. numPrimsSubmitted = numIndices/prim.m_div - prim.m_sub;
  5395. numInstances = draw.m_numInstances;
  5396. numPrimsRendered = numPrimsSubmitted*draw.m_numInstances;
  5397. if (numInstances > 1)
  5398. {
  5399. deviceCtx->DrawIndexedInstanced(numIndices
  5400. , draw.m_numInstances
  5401. , draw.m_startIndex
  5402. , 0
  5403. , 0
  5404. );
  5405. }
  5406. else
  5407. {
  5408. deviceCtx->DrawIndexed(numIndices
  5409. , draw.m_startIndex
  5410. , 0
  5411. );
  5412. }
  5413. }
  5414. }
  5415. else
  5416. {
  5417. numPrimsSubmitted = numVertices/prim.m_div - prim.m_sub;
  5418. numInstances = draw.m_numInstances;
  5419. numPrimsRendered = numPrimsSubmitted*draw.m_numInstances;
  5420. if (numInstances > 1)
  5421. {
  5422. deviceCtx->DrawInstanced(numVertices
  5423. , draw.m_numInstances
  5424. , 0
  5425. , 0
  5426. );
  5427. }
  5428. else
  5429. {
  5430. deviceCtx->Draw(numVertices
  5431. , 0
  5432. );
  5433. }
  5434. }
  5435. if (hasOcclusionQuery)
  5436. {
  5437. m_occlusionQuery.end();
  5438. }
  5439. }
  5440. statsNumPrimsSubmitted[primIndex] += numPrimsSubmitted;
  5441. statsNumPrimsRendered[primIndex] += numPrimsRendered;
  5442. statsNumInstances[primIndex] += numInstances;
  5443. statsNumDrawIndirect[primIndex] += numDrawIndirect;
  5444. statsNumIndices += numIndices;
  5445. }
  5446. }
  5447. if (wasCompute)
  5448. {
  5449. if (BX_ENABLED(BGFX_CONFIG_DEBUG_PIX) )
  5450. {
  5451. wchar_t* viewNameW = s_viewNameW[view];
  5452. viewNameW[3] = L'C';
  5453. PIX_ENDEVENT();
  5454. PIX_BEGINEVENT(D3DCOLOR_DRAW, viewNameW);
  5455. }
  5456. invalidateCompute();
  5457. }
  5458. submitBlit(bs, BGFX_CONFIG_MAX_VIEWS);
  5459. if (0 < _render->m_num)
  5460. {
  5461. if (0 != (m_resolution.m_flags & BGFX_RESET_FLUSH_AFTER_RENDER) )
  5462. {
  5463. deviceCtx->Flush();
  5464. }
  5465. captureElapsed = -bx::getHPCounter();
  5466. capture();
  5467. captureElapsed += bx::getHPCounter();
  5468. BGFX_GPU_PROFILER_END();
  5469. BGFX_PROFILER_END();
  5470. }
  5471. }
  5472. PIX_ENDEVENT();
  5473. BGFX_GPU_PROFILER_END();
  5474. int64_t now = bx::getHPCounter();
  5475. elapsed += now;
  5476. static int64_t last = now;
  5477. Stats& perfStats = _render->m_perfStats;
  5478. perfStats.cpuTimeBegin = last;
  5479. int64_t frameTime = now - last;
  5480. last = now;
  5481. static int64_t min = frameTime;
  5482. static int64_t max = frameTime;
  5483. min = min > frameTime ? frameTime : min;
  5484. max = max < frameTime ? frameTime : max;
  5485. static uint32_t maxGpuLatency = 0;
  5486. static double maxGpuElapsed = 0.0f;
  5487. double elapsedGpuMs = 0.0;
  5488. if (m_timerQuerySupport)
  5489. {
  5490. m_gpuTimer.end();
  5491. do
  5492. {
  5493. double toGpuMs = 1000.0 / double(m_gpuTimer.m_frequency);
  5494. elapsedGpuMs = m_gpuTimer.m_elapsed * toGpuMs;
  5495. maxGpuElapsed = elapsedGpuMs > maxGpuElapsed ? elapsedGpuMs : maxGpuElapsed;
  5496. }
  5497. while (m_gpuTimer.get() );
  5498. maxGpuLatency = bx::uint32_imax(maxGpuLatency, m_gpuTimer.m_control.available()-1);
  5499. }
  5500. const int64_t timerFreq = bx::getHPFrequency();
  5501. perfStats.cpuTimeEnd = now;
  5502. perfStats.cpuTimerFreq = timerFreq;
  5503. perfStats.gpuTimeBegin = m_gpuTimer.m_begin;
  5504. perfStats.gpuTimeEnd = m_gpuTimer.m_end;
  5505. perfStats.gpuTimerFreq = m_gpuTimer.m_frequency;
  5506. perfStats.numDraw = statsKeyType[0];
  5507. perfStats.numCompute = statsKeyType[1];
  5508. perfStats.maxGpuLatency = maxGpuLatency;
  5509. if (_render->m_debug & (BGFX_DEBUG_IFH|BGFX_DEBUG_STATS) )
  5510. {
  5511. PIX_BEGINEVENT(D3DCOLOR_FRAME, L"debugstats");
  5512. m_needPresent = true;
  5513. TextVideoMem& tvm = m_textVideoMem;
  5514. static int64_t next = now;
  5515. if (now >= next)
  5516. {
  5517. next = now + timerFreq;
  5518. double freq = double(bx::getHPFrequency() );
  5519. double toMs = 1000.0/freq;
  5520. tvm.clear();
  5521. uint16_t pos = 0;
  5522. tvm.printf(0, pos++, BGFX_CONFIG_DEBUG ? 0x89 : 0x8f
  5523. , " %s.%d (FL %d.%d) / " BX_COMPILER_NAME " / " BX_CPU_NAME " / " BX_ARCH_NAME " / " BX_PLATFORM_NAME " "
  5524. , getRendererName()
  5525. , m_deviceInterfaceVersion
  5526. , (m_featureLevel >> 12) & 0xf
  5527. , (m_featureLevel >> 8) & 0xf
  5528. );
  5529. const DXGI_ADAPTER_DESC& desc = m_adapterDesc;
  5530. char description[BX_COUNTOF(desc.Description)];
  5531. wcstombs(description, desc.Description, BX_COUNTOF(desc.Description) );
  5532. tvm.printf(0, pos++, 0x8f, " Device: %s", description);
  5533. char dedicatedVideo[16];
  5534. bx::prettify(dedicatedVideo, BX_COUNTOF(dedicatedVideo), desc.DedicatedVideoMemory);
  5535. char dedicatedSystem[16];
  5536. bx::prettify(dedicatedSystem, BX_COUNTOF(dedicatedSystem), desc.DedicatedSystemMemory);
  5537. char sharedSystem[16];
  5538. bx::prettify(sharedSystem, BX_COUNTOF(sharedSystem), desc.SharedSystemMemory);
  5539. char processMemoryUsed[16];
  5540. bx::prettify(processMemoryUsed, BX_COUNTOF(processMemoryUsed), bx::getProcessMemoryUsed() );
  5541. tvm.printf(0, pos++, 0x8f, " Memory: %s (video), %s (system), %s (shared), %s (process) "
  5542. , dedicatedVideo
  5543. , dedicatedSystem
  5544. , sharedSystem
  5545. , processMemoryUsed
  5546. );
  5547. pos = 10;
  5548. tvm.printf(10, pos++, 0x8e, " Frame: %7.3f, % 7.3f \x1f, % 7.3f \x1e [ms] / % 6.2f FPS "
  5549. , double(frameTime)*toMs
  5550. , double(min)*toMs
  5551. , double(max)*toMs
  5552. , freq/frameTime
  5553. );
  5554. char hmd[16];
  5555. bx::snprintf(hmd, BX_COUNTOF(hmd), ", [%c] HMD ", hmdEnabled ? '\xfe' : ' ');
  5556. const uint32_t msaa = (m_resolution.m_flags&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT;
  5557. tvm.printf(10, pos++, 0x8e, " Reset flags: [%c] vsync, [%c] MSAAx%d%s, [%c] MaxAnisotropy "
  5558. , !!(m_resolution.m_flags&BGFX_RESET_VSYNC) ? '\xfe' : ' '
  5559. , 0 != msaa ? '\xfe' : ' '
  5560. , 1<<msaa
  5561. , m_ovr.isInitialized() ? hmd : ", no-HMD "
  5562. , !!(m_resolution.m_flags&BGFX_RESET_MAXANISOTROPY) ? '\xfe' : ' '
  5563. );
  5564. double elapsedCpuMs = double(elapsed)*toMs;
  5565. tvm.printf(10, pos++, 0x8e, " Submitted: %5d (draw %5d, compute %4d) / CPU %7.4f [ms] %c GPU %7.4f [ms] (latency %d) "
  5566. , _render->m_num
  5567. , statsKeyType[0]
  5568. , statsKeyType[1]
  5569. , elapsedCpuMs
  5570. , elapsedCpuMs > maxGpuElapsed ? '>' : '<'
  5571. , maxGpuElapsed
  5572. , maxGpuLatency
  5573. );
  5574. maxGpuLatency = 0;
  5575. maxGpuElapsed = 0.0;
  5576. for (uint32_t ii = 0; ii < BX_COUNTOF(s_primName); ++ii)
  5577. {
  5578. tvm.printf(10, pos++, 0x8e, " %10s: %7d (#inst: %5d), submitted: %7d, indirect %7d"
  5579. , s_primName[ii]
  5580. , statsNumPrimsRendered[ii]
  5581. , statsNumInstances[ii]
  5582. , statsNumPrimsSubmitted[ii]
  5583. , statsNumDrawIndirect[ii]
  5584. );
  5585. }
  5586. if (NULL != m_renderdocdll)
  5587. {
  5588. tvm.printf(tvm.m_width-27, 0, 0x1f, " [F11 - RenderDoc capture] ");
  5589. }
  5590. tvm.printf(10, pos++, 0x8e, " Indices: %7d ", statsNumIndices);
  5591. tvm.printf(10, pos++, 0x8e, " Uniform size: %7d, Max: %7d ", _render->m_uniformEnd, _render->m_uniformMax);
  5592. tvm.printf(10, pos++, 0x8e, " DVB size: %7d ", _render->m_vboffset);
  5593. tvm.printf(10, pos++, 0x8e, " DIB size: %7d ", _render->m_iboffset);
  5594. pos++;
  5595. tvm.printf(10, pos++, 0x8e, " Occlusion queries: %3d ", m_occlusionQuery.m_control.available() );
  5596. pos++;
  5597. tvm.printf(10, pos++, 0x8e, " State cache: ");
  5598. tvm.printf(10, pos++, 0x8e, " Blend | DepthS | Input | Raster | Sampler ");
  5599. tvm.printf(10, pos++, 0x8e, " %6d | %6d | %6d | %6d | %6d "
  5600. , m_blendStateCache.getCount()
  5601. , m_depthStencilStateCache.getCount()
  5602. , m_inputLayoutCache.getCount()
  5603. , m_rasterizerStateCache.getCount()
  5604. , m_samplerStateCache.getCount()
  5605. );
  5606. pos++;
  5607. double captureMs = double(captureElapsed)*toMs;
  5608. tvm.printf(10, pos++, 0x8e, " Capture: %7.4f [ms] ", captureMs);
  5609. uint8_t attr[2] = { 0x89, 0x8a };
  5610. uint8_t attrIndex = _render->m_waitSubmit < _render->m_waitRender;
  5611. tvm.printf(10, pos++, attr[attrIndex&1], " Submit wait: %7.4f [ms] ", _render->m_waitSubmit*toMs);
  5612. tvm.printf(10, pos++, attr[(attrIndex+1)&1], " Render wait: %7.4f [ms] ", _render->m_waitRender*toMs);
  5613. min = frameTime;
  5614. max = frameTime;
  5615. }
  5616. blit(this, _textVideoMemBlitter, tvm);
  5617. PIX_ENDEVENT();
  5618. }
  5619. else if (_render->m_debug & BGFX_DEBUG_TEXT)
  5620. {
  5621. PIX_BEGINEVENT(D3DCOLOR_FRAME, L"debugtext");
  5622. blit(this, _textVideoMemBlitter, _render->m_textVideoMem);
  5623. PIX_ENDEVENT();
  5624. }
  5625. }
  5626. } /* namespace d3d11 */ } // namespace bgfx
  5627. #undef BGFX_GPU_PROFILER_BIND
  5628. #undef BGFX_GPU_PROFILER_UNBIND
  5629. #undef BGFX_GPU_PROFILER_BEGIN
  5630. #undef BGFX_GPU_PROFILER_BEGIN_DYNAMIC
  5631. #undef BGFX_GPU_PROFILER_END
  5632. #else
  5633. namespace bgfx { namespace d3d11
  5634. {
  5635. RendererContextI* rendererCreate()
  5636. {
  5637. return NULL;
  5638. }
  5639. void rendererDestroy()
  5640. {
  5641. }
  5642. } /* namespace d3d11 */ } // namespace bgfx
  5643. #endif // BGFX_CONFIG_RENDERER_DIRECT3D11